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JoshC.

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Blog Entries posted by JoshC.

  1. JoshC.
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  2. JoshC.
    Next month, Universal Studios Florida introduce their 'Diagon Alley' expansion to the Wizarding World of Harry Potter. It sees the headline attraction 'Harry Potter and the Escape from Gringotts', the Hogwarts Express, as well as numerous shops from the Harry Potter universe.
    As to be expected, everyone is excited about the development. However, why should we be so excited? We've got a newly opened area which is much better than Diagon Alley ever could be - Angry Birds Land at Thorpe Park! Travelling all the way to America seems pointless when most of us on this forum can pop down to Thorpe in under a couple of hours to enjoy the delightful Angry Birds Land.
    First of all, let's look at the rides and attractions in each area. Angry Birds Land has a 115ft drop tower, perfect for thrill seekers, some fun dodgems, which are perfect for everyone, and a 4D cinema experience, which again is perfect for everyone. So, here, we have a land which caters for all ages - we have a ride which is solely dedicated for a thrill audience.
    As far as thrill rides go, Detonator: Bombs Away! is as thrilling as you can get; there's not many better drop towers around after all. Then there's a good set of dodgems. Okay, so dodgems aren't anything special, you can find them anywhere. But people like dodgems, and if people like something, you give it to them! Finally, the 4D experience is clearly something that's been designed for a younger audience, yet it works for everyone. What's most surprising about it is how immersive the attraction felt - it's a film about a set of cartoon birds, who don't speak, trying to get the precious eggs back from some bad pigs. Yet you feel a part of the film, you can create emotional bonds with the birds, and you feel like you're there with them. For a cartoon, that's pretty darn impressive.
    Now, Diagon Alley. We have a headline attraction being ride about escaping from a bank. Escaping...from a bank. Just let that sink in for a moment. And this will have loads of goblins scattered about. Not gonna lie, those goblins looked pretty hideous in the films, I imagine they'll look even more hideous in real life. Not exactly a family-friendly thing to have is it? Especially considering this is already a ride about escaping from a bank that you've broken into (great moral values there!). Now, this ride is apparently some epic dark ride/coaster combo. These types of rides are always risks, since some people's expectations can really shape how they react to the ride. Expect a coaster, you may be left unthrilled. Expect a dark ride, you may be left unimmersed. It's a really, really big risk.
    Then you've got a train ride linking two parks together. Now, it will of course be more like a 4D experience, and this all sounds well and good. But it's not going to be easy to create a 4D experience about a franchise which already has so much going for it; very difficult to create an emotional link to the story. I have so many concerns.
    Then there's also theming. Okay, Angry Birds Land's theming isn't the greatest, and there's room for more. However, let's step back and look at what Diagon Alley's theming will entail. Firstly, there's a dragon that breaths fire. Fantastic. That's better than anything at Angry Birds Land. However, this dragon doesn't move, from the looks of it at least. Talk about unrealistic! What's the point in having a creature for theming if it doesn't move. You're meant to be in a world where a dragon has just escaped; it's not gonna stand still, lording it over everyone else puffing some fire occasionally. It's going to move.
    Angry Birds Land's theming at least makes sense; you're in a snapshot of a game, where some birds have just been catapulted, others are about to be, and so forth. It makes perfect sense to the story. Diagon Alley's dragon does not. Then there's all the shop fronts. They're shop fronts from shops in a back alley in London. Where's the excitement in that? The transportation to a whole new world? You can't get that here. It's basically just like walking down a part of London with shops you've never seen before (which isn't exactly difficult). Poor theming really; it's taken realism a step too far.
    There's other things as well. Harry Potter is an outdated IP. The last book was released 7 years ago. The last film 3 years ago. Even if it's still popular, and there's a spin off film series on the way, the main Harry Potter IP is outdated. It's got little more than nostalgia now. It's time to let go. Take away the nostalgia and all we have is a kid's story that finished many years ago, and whilst still memorable, should be left alone, instead of picked away until its dignity has gone away. Angry Birds is about to get its second wave of popularity. There's a major film to be released in 2016. Mobile gaming is still huge, and a new game could easily make it to the top in 24 hours. Now that's a popular and current IP for you.
    I think that's all I need to get my point across. Harry Potter is an outdated IP, and Diagon Alley is shaping up to be an overhyped dark ride that teaches bad moral values and a 4D experience which could go really well or really badly. Perhaps not the best family area. Angry Birds, however, is a current, popular, IP, with Angry Birds Land having a quality 4D experience and rides for everyone, which everyone will enjoy. It also teaches good moral values (don't steal, fight for what you believe in, yadda yadda yadda). If that's not quality, I don't know what is.
    So save your money. Avoid Diagon Alley. Save yourself the disappointment. Take a trip down to Thorpe Park and bask in the greatness that is Angry Birds Land, and smile to yourself that you're in a better place than some hocus pocus area set about robbing a bank. You deserve it.
  3. JoshC.
    Back in 2009, we were graced with arrival of a new coaster at Thorpe, yet again breaking the overall investment the park had spent on one attraction - £13.5 million, beating Stealth's £12 million (which, as we know, has now been beating again by The Swarm's overall investment).
    Before Saw - The Ride opened, fans were buzzing from excitement, and were hoping that the ride would perhaps be the park's best themed attraction, or at least the best since Tidal Wave opened in 2000. After all, Euro-Fighters are relatively cheap ride systems, and £13.5 million is a lot of money to spend. To top it off, the ride featured a dark section, and although many would've known about the surprises inside from the ride's plans and construction, everyone was hoping for something 'special'.
    Now, many people don't like Saw, for one reason or another. I am not one of those people; from my first ride, I loved it. It's by no means perfect, and it's not going to win any awards for the best roller coaster in the world - heck, it wouldn't win best coaster in the country. However, that doesn't mean it's not good; in fact, it's really good. But why do I think that?
    Firstly, the layout. The UK is often criticised for having short coasters, and whilst Saw isn't exactly long, it has a decent length and ride time. Not only that, but it is well paced - it's not a ride where everything happens at one point in the ride, then the rest of the ride is a bit of a filler. There's something interesting and exciting during the whole of the course.
    The indoor section is very good; for many, it's their favourite part of the ride. The hidden drop catches everyone off guard - even when I knew it was coming on my first ride, it still surprised me; the steepness of it! It's an element which really does pack a punch. After a quick MCBR, the barrel roll is highly enjoyable. Going through it rather slowly is a key to it's success; not only does it give you a chance to see the theming (talked about later..), but you really do 'feel' the inversion; you are lifted out of your seat, and put against the restraints, only to be plonked back on your seat. My trouble with many inversions is that they aren't always memorable, or that you don't realise you've been inverted. This is really one of those inversions which I do like.
    As for the outdoor section, it is completely different. Euro Fighters (and Gerstlauer in general) are known for quick, brash and intense ride experiences; this is exactly what you get. The trademark vertical lift is something I like, and can discomfort those who have never experienced one before. My least favourite part of the ride is actually the drop; the beyond vertical gimmick doesn't do it for me; every ride I feel as though I'm experiencing a 90 degree drop, followed by a 10 degree drop, followed by a curved drop in a matter of a second or two. It just doesn't feel worth it, especially for the roughness and head banging that occurs from it. The Immelmann loop and following turn are good elements which demonstrate the effective use of the 2x4 cars which work so well. The air time hill is my favourite one I've been on thus far; you really do feel the forces and the air time on it; much more than any of the other (few) coasters I've been on. Following the next MCBR comes my favourite part of the ride. The drop of the MCBR is amazing; gets me every time! Even though you can see it coming, it catches me off guard; which is why I enjoy it much more than the indoor drop. The dive loop is completely insane as well.
    Then you've also got the theming and effects. The station building is meant to be a derelict warehouse, and that's exactly what it looks like. Sure, it's the typical 'We're going to build a derelict, ruining theme so we don't have to maintain it', but it does work in this case. The outdoor queue section is okay, though the traps themselves are pretty uninspiring if I'm honest. The overgrown plants, however, are a touch which works well with the theme. The indoor queue wreaks of missed opportunities in my opinion; there's chance for much more than a couple of messages from Jigsaw. The station building is nicely styled I would say; but the major trouble with it is there's too much natural light. From where the cars come in after the ride to the slits between the panelling; too much natural daylight comes through. It ruins the effect and theme, which I think is a shame.
    The effects during the ride are good as well, when working. An effect which is probably not intentional, and possibly the same on many Euro Fighters is the 'safety lights' going out when the cars leave the station. If you're in the second row, for front row of the second car, you see the 3 green lights, which show that the restraints have locked, go off. If I'm honest, it worried me a bit - I was not expecting it to happen and thought there was a fault for a split second... The Billy puppet is good and scares people who recognise him, and the swinging axes and needle pit are brilliant. The shooting arrows feel like a bit of a wasted opportunity in my opinion; they're boring, and distract people who could be listening to Billy's pre-talk. I do love Jigsaw's dead body squirting warm water; first time riders are always shocked by that! One thing which I think lets the ride down is the audio, or lack of. Thorpe normally get audio for rides right, but I think they did fail a bit on both this and Saw Alive.
    So, why is Saw disliked by so many?

    The 'roughness'. The most common complaint of Saw I hear from both enthusiasts and the public is that the ride is 'rough'. Now, I personally have no trouble with it; I don't even think it's rough - Colossus is MUCH rougher.. I would call Saw intense, but is that an issue? Some coasters are smooth and elegant, some are intense; it just depends. I would say that the bottom of the main drop certainly does cause head-banging, but from someone who has had neck issues in the past, in all the rides I've had, I can safely say that only once have I had an issue with it. People have different thresholds for intense-rough, and have different likes in what they want their coaster to have, but I would never be able to call the ride 'rough'.
    The hype. At the time, everyone was expecting an epicly themed roller coaster and a truly immersive experience. We unfortunately did not get this, but instead got a 'ride of two halves', with a themed indoor section, and a pretty much unthemed outdoor section, which both offer different coaster experiences. People don't seem to like that for one reason or another, and therefore don't actually concentrate on what they've got..
    The IP. There are many different views on IPs, from not liking them outright, to thinking they do wonders. The trouble is, the Saw IP is dying, perhaps already dead, and there's not that much Saw stuff directly linked in - they couldn't even get Tobin Bell to voice Jigsaw for goodness sake! I think many people who were also disappointed because they thought having an IP will inject loads of extra theming and such into the ride, when in fact it was a rushed idea which basically allowed the use of a name.

    So, I'm actually cutting this a little short if I'm honest. Maybe a part 2 or some sort on continuation will arise in the near future. Basically, long entry short, Saw is actually a really good coaster, despite the fan-hatred. It's only this season that I've realised just how much I like it, and it sits as my second favourite coaster, only behind Swarm. That's right, I prefer Saw to Nemesis Inferno, and just why that is is probably for another entry.
    Saw - The Ride: 7.5/10
  4. JoshC.
    After a fab night's sleep in our lovely hotel, it was Walibi Belgium day. Out of all the park's we were visiting, Walibi Belgium was the park I was most 'meh' about visiting. All the other parks had one or two attractions that I was really interested in trying out, and in some cases, were parks I wanted to try out for quite a while now. Given how I'd only heard about Bellewaerde a few months ago as well, this perhaps shows how blasé my expectations were for the park.
    We set off, giving ourselves what we thought was plenty of time to make the half hour drive to the park for 10am opening. Unfortunately, traffic had made other plans for us. Despite being informed the night before many times of loads of roads being closed, we didn't really think it would affect our journey too much. We were very wrong. With traffic being reminiscent of the M25 at times, we crawled through Brussels and had plenty of time to take in the lesser beautiful surroundings of the city (as well as slowly pass plenty of news crews..). Anyways, we eventually made it out of Brussels and made some good time on getting to Walibi at about 11am.
    Unsurprisingly, the park was relatively busy, and there seemed to be a lot of school trips going on. With the major coasters at the front of the park, we decided to leave them till later and head over to the back of the park. Our first stop was Challenge of Tutankhamon; A Sally Corp laser shooter dark ride. Unsurprisingly themed around Ancient Egypt, the ride only had a 5 minute wait, and so was a good first ride choice. It was a fun ride, with some great theming. It was nice that not all of the ride involved shooting, giving you a chance to appreciate the actual theme and story. Not a huge fan of the guns and shooting system, but I assume it's the same for all Sally Corp rides?

    Following rides on Octopus, a weird but fun spinning ride, and Salsa y Fietsa, the quirky-named Teacups, we moved onto the first coaster of the day. It had to be none other than La Coccinelle, the park's kiddie cred. It had no queue and the op didn't seem to mind 4 adults having a go on the ride. Nothing more than one for the coaster count to me, but it was a bit of a laugh...

    Octopus


    Some wandering round happened, before we opted to do Flashback, a log flume. It had quite a long queue, and most of it was in a horrid indoor cattlepen which was quite warm and sweaty. There was some bits of theming and it was out of the very warm sun though, so it could be worse I s'pose. The ride starts off in a great little tunnel section which all of us adored. It was a decent log flume too - three drops, including one backwards one, and a suitable level of wetness for me. Certainly my favourite of the 3 we had done so far.


    I had a little nosey at construction for their coaster on the way to Flashback.

    A sorta-view of the main drop of Flashback, featuring styled bins!
    Next up was Le Palais du Genié. After reading about the ride the night before, we realised that this was another Vekoma madhouse. I was excited to try out another one! I felt like that the standard pre show for it was a bit long and laborious, but maybe it was because I put less effort into trying to follow along with the French sections (I think the talking was done in French and Dutch?). However, I really enjoyed the ride segment; everything just seemed to work well and it just had a nice little set up. But what really surprised with this was how, at the end of the ride, people started clapping. It was a loud clap of appreciation and utter joy. It started mostly from a group of school kids, but everyone else - who had seemed to enjoy the ride as well - started to join in shortly afterwards. I've never experienced something like that away from a large group of enthusiasts. So I think that shows that the ride is fairly decent. It's not a Hex-beater for me, but I still think it's very good.
    I think we were contemplating lunch now, but the lure of blood was too big a temptation, so we headed over to Vampire, a Vekoma SLC. Once again, another first for me and, much like with the Vekoma Boomerang, I was a bit unsure what to expect after hearing many mixed reviews. We joined the 25 minute queue (which was quite a bit shorter than the other major coasters and nearby rapids at the time) and started moving along relatively quickly. Then, in a similar vain to what happened on Niagara at Bellewaerde, a staff member comes from the adjacent station building, calling for any 2s or 4s. We happened to be in the right place at the right time yet again, and managed to skip about 10-15 minutes of the queue and got on the next ride!
    To put it simply, I wasn't a fan of the ride. It was quite uncomfortable, especially on the lower back, for the majority of the ride, which made it hard to enjoy. The thing is though, I think for a coaster of this size, the layout is actually alright, and if it was a bit more comfortable, I genuinely think I'd enjoy it a lot more. A shame really. Also, one other thing, a red and black colour scheme does not suit a ride called Vampire...


    After a spot of lunch, we made our way over to the wild west themed area, and did another coaster - Calamity Mine. It's a Vekoma mine train, with two lift hills side-by-side (which kind of almost race each other to the top if the batching is right, though there's little duelling between trains). The layout and surroundings are quite fun; indeed, it's probably the park's most fun ride to look at in my opinion. The ride experience was alright, but, for some reason, I just didn't get that smile on my face that everyone else in the group got. It's especially odd as I normally love these sorts of family coasters. Ah well.




    Wild West areas need more Calamity Jane references.
    Next up was the small matter of Dalton Terror - a 240ft drop tower (making this the tallest ride I've done!). It was good fun; it's nice to finally experience a drop tower with a long drop time. In terms of drop towers, I still prefer Detonator for the force of it, but this is still a great ride experience, and I wouldn't be surprised if this is one of the better ones for mixing imposing-ness, whilst not having a drop which feels 'too long'.

    We moved onto the adjacent, but hidden away, 3D walkthrough, appropriately named Walibi's Secret. It's basically like Hocus Pocus Hall meets Freakshow 3D, in that it's a fun walkthrough which makes use of paint which becomes 3D with 3D glasses. Except it's got a more fun feel than HPH. It had some nice little scenes (my favourite being a ramp which looked like a ladder), and it really is a neat little secret on park. Definitely something wroth trying out if you ever visit!

    It even featured some optical illusions!
    After a long ride on Gold River Adventure, the park's boat ride around the lake, we then headed over to Psyké Underground, an indoor Schwarzkopf shuttle loop coaster. The queue for it is really weird, since you enter the building, go underneath the station, then go back outside, only to queue in a partially-enclosed area, before entering the building again. It was nice on a warm day to be able to queue outside but in the shade, but it just felt so random and odd!
    I sort of liked the ride itself though. It's got a bit of a club/party atmosphere, in a similar fashion to X, and whilst the ride is starting, the staff get everyone the train to clap along to the music, which is a great touch. Jack and I were in the front row for it - the launch was fun and the vertical loop was a bit disorientating with the lights. But it just felt like it needed more. The ride itself feels very short (even shorter than you expect, even when you watch it whilst in the station), so I felt like it could do with more lights, louder music, maybe another effect or two, just to further distract you from the shortness of the ride. It's a fun little ride, but it just needs MORE.


    On our Gold River Adventure, we encountered baby ducks and fountains.



    Some of the odd-but-neat posters in the Psyké Underground queue line.
    With time pressing on, we were a bit unfortunate in that biggest rides that we had left to do were still quite busy. We moved onto Radju River, the park's awesome-looking rapids. They were very rapidy, of a decent length and in general very fun. The operations on it were a bit weird, as they kept stopping and starting the station turntable, which was causing stacking of the boats a lot. Not sure if this is normal or not of course, but it would explain the long queue either way..
    Now it was gone half 5 (where did all that time go?!), and the queue lines closed at 6. There were two casters left to do - Werewolf, the park's woodie, and Cobra, another Vekoma Boomerang. Cobra was closer and was saying a 25 minute queue, and the operations looked slower than at Bellewaerde. Not wanting to run the risk of missing out on the woodie for the sake of a another Boomerang, Jack and I headed over there, whilst Adam and Peaj risked it all...

    Not today thanks.
    So, we headed our way over to Loup-Garou / Weerwolf and joined the ugly cattlepen queue. Given that the only woodie I'd done so far was Antelope at Gulliver's Warrington, I was really looking forward to this, and it was a fitting way to try and end the day. We missed out on back row, as one train's back row was out of order, and there were loads of people waiting for it, but still got quite near the back. One thing I loved about the ride was how the bag drop point in the station had lids that would 'mysteriously' open and close - it was a neat little effect that I really appreciated.
    Now I think with this being my first big woodie, I perhaps over-rated it, but I really enjoyed it! Super comfortable seats, a decent layout with good length, and not too 'rough around the edges' meant it was just a great ride that I really enjoyed. Even looking back now, I just remember feeling a huge smile beam across my face.



    We noticed that Adam and Peaj had just about made it into the queue - last ones in in fact - so they ended up getting one up on us. We waited around for them, and even lurked around the exit to see if they would let us on if there was space; no such luck there though. After they had their ride, we begun to head to the exit, when we realised that the chairswing, Wave Swinger, was still operating and still letting people join the queue. We decided to go for a quick spin for the sake of it, and it was a nice way to end the day.
    After a bit of shopping in the Wab Shop, we left and set ourselves on course for, Cologne Germany. A couple of hours later, and we arrived at our hostel. Much like with our hotel in France on Day 1, we were greeted by a locked door and no response when we knocked and rang the door bell. With no telephone number to call, we seemed to be quite stuck. A little while later, one of the other people staying eventually came out for a cigarette and let us in. We knocked around the rooms and eventually found one unlocked with 4 made beds, so decided it was our's. We found another guest who was able to give us a telephone number for the owners, who told us that they thought we weren't coming because we didn't arrive in the check in time (even though online, check-in was until 11pm, and we arrived before 10). In the end, we were told the room we had found was indeed our room and we continued the night we no problems.
    We wandered around the local area, and I grabbed a currywurst and chips for dinner - was very nice. We found a local supermarket and stocked up on some drinks (500ml bottles for 99cents; bargain!) and some snacks, before heading back to our hostel. It had been another long day with a lot of time spent in the car, but we knew a longer day was coming, with Phantasialand open 11 hours tomorrow, it was time for some sleep.
    Final Walibi Thoughts: For a park that I was a bit meh about visiting, I was pleasantly surprised overall. It had some decent rides which were fun and there were some nice bits of theming scattered about. The park atmosphere was a bit lacking on the whole; something just felt a bit missing from the place. What that 'something' is though, I can't quite put my finger on!
  5. JoshC.
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  6. JoshC.
    Finland had never exactly been on my radar; it was more somewhere that I thought "it'd be nice to go there one day", as opposed to a "I'll go there in a few years". Then, Taiga happened, and all of a sudden, my interest popped up dramatically. And so Linnanmäki happened this weekend. I looked at trying to combine the trip with other Finnish parks (like Power Park and Särkänniemi), but given how widespread they are, Finland being the 8th most expensive European country, and time being limited, I had to settle for just the one park.
     
    The park was open 1pm-midnight, with it also being the first day of their Halloween event Iik!Week (weirdly, Finnish parks seem to do Halloween events in September, and it was very much a coincidence we ended up going to that too). On a Saturday like this, the park would normally be open 1-10pm, so still very good opening hours. The park is completely free to enter (not even a turnstile in sight), and a wristband for unlimited rides and attractions costs a slightly eye-watering €42. There's options to by 'tickets' for individual rides, priced at the even more eye-watering price of €9, or a 'bundle' of 6 tickets for...€42. Weird system but okay.
     
    Taiga
    I've covered most of my thoughts on Taiga here, but just to sum it up for completeness here too: Taiga is absolutely brilliant. It starts off the day well, and when it warms up, it's a relentless beast. Twists that throw you out of your seat, crazy airtime, ongoing speed. It's stunning. Just sheer brilliance, and POVs don't do the ride justice in any way.
     
    The ride has okay operations, with staff asking every single person as they check bars if their pockets are empty and, if not, making them empty them. A small thing, but annoying.


     
    Vuoristorata
    Finnish for 'Roller Coaster', this is a wooden coaster that's been going since 1951, and is a traditional brakeman wooden, with the brakeman at the back of the train. Also is heavily inspired by Bakken's woodie apparently.
     
    This is genuinely an utter joy. From the hilariously quick lift hill, to the fun drops and double downs and the pace it manages to keep, it's actually really fun. And at the front of the train, you get some VERY strong airtime. Between this and Taiga, it's a wonder I didn't end up with bruised thighs after this trip. We rode it 8 times during the day, which I think speaks volumes about the quality of this.

     
    Kirnu
    The first ever Intamin Zac Spin. Not a phrase that fills you with joy. I wasn't sure how I'd react to this, and ultimately I didn't enjoy it. The spinning is okay until the end, when it does it's only flip but drops you down head first. The rest of the ride is okay, but still not great. I hate to think what longer versions of this are like. In fairness, we did it twice, so it can't have been THAT awful, but it is significantly less pleasant when you board the station in the backwards facing seats. It's sad to think about how there are such contrasting Intamins in such close proximity.
     
    Staff were very insistent on balancing the cars too, which took some time, and we even saw some staff members having to ride it to ensure this balance happened. Those poor souls. 


    Ukko
    Oh dear. This thing. My first Maurer Sky Loop, and this definitely is up there with one of the most awful experiences I've had on any ride. Whoever thought that a vertical lift hill going back on itself and hanging you upside down was a good idea must have been a bloody sadist. We were sat near the front, which meant we had dreadful hangtime, and it was genuinely one of the most uncomfortable experiences I've had, along with the bad restraints of a Maurer too. Then you do an inversion, seesaw and get off, questioning your life choices. 

     
    Tulireki
    The world's only standing Mack E-Motion coaster. What's an E-Motion coaster, I hear you ask? It's basically a coaster where the cars are meant to 'tilt' as you go round corners, thanks to some springs and stuff in the cars. You notice this as you board the cars, as they bounce around a bit. But after that, you hardly notice it at all. Except for the fact that this coaster is uncomfortable, bordering on rough. There's a drop where you literally shunt and jerk back and forth, and I slammed my back pretty hard. Another not pleasant one.
     
    There's a couple of other coasters: Salama, a Maurer spinner that doesn't really spin, Pikajuna, a Mack powered coaster which, though not bad, has a long layout and goes round 3 times, making it boring, and Linnunrata eXtra, a custom Zierer built inside an old water tower. Linnunrata has optional VR goggles: I tried them on my first ride, selecting the horror versions (they had 3 choices). It was okay, nothing special, suffers from the same problems all other VR coaster have I guess, but since you don't have headphones, the atmosphere is hurt due to the lack of sound. Without the VR, there's some pretty cool space theming throughout the ride, and it's much nicer than the VR. Would recommend no VR.

     
    Outside of the coasters, the park has some really decent rides: Kyöpelinvuoren Hotelli, a very well done ghost train with lots of special effects and surprises, Hurjakuru, a rapids ride featuring some scary waterfalls, an ever-flowing sprinkler tower with fire effects, and a generally decent layout and Kingi, a 75m tall gyro drop tower, which gives good views of the park and Helsinki. 


    (their Enterprise and Ferris Wheel align beautifully at night!)
     
    But what about Iik!Week?
    It was impossible to know what to expect from the event; finding information and reviews online was difficult, and they seem to change everything each year. This year, the event included:
    -2 Halloween exclusive mazes, rated 13+
    -1 Halloween exclusive maze, for families/all
    -2 overlays of existing attractions, rated 13+
    -An outdoor attraction, which was basically a walkway, rated 13+
    -A zombie disco outdoor area; with live DJ, bar and actors, rated 18+
    -The area where most of the attractions are transformed into a scare zone, again rated 13+
     
    All attractions started at 4pm, except the Zombie Disco which started at 6pm.
     
    Despite the park being quite small, this did lead to a 'Thorpe effect' where only a section of the park felt like Halloween, and the rest of the park feeling pretty normal. Anyways, onto the attractions (with spoilers)..

     
    Laboratorio (Laboratory)
    Visitors to the park's harshest site are horribly awaited by the victims of failed human experiments who have been locked away at a research facility.
    The first maze we did and the one which was marketed as the scariest; this would set the scene for the event. Before entering the maze, you're given a rope for everyone to hold to keep you together; this seemed to just be an alternative to hands-on-shoulders in keeping the group together.
     
    A pre-show by a military person explains the backstory, and warns us to stick together, don't touch anything because of radiation, and to walk slowly. The maze itself was very well themed - a surprise from a city park where theming is sparse! Each scene is basically a room from the laboratory, where a failed human experiment is behind a window / cage. The actors themselves also looked great - amazing costumes and make up. But they weren't very scary. One experiment came out of their cage and chased us a bit, and another slammed a door. 
     
    After barely a minute of slow walk, a sign pointing you to the exit appears, but then there's a monster for one final scare. The monster costume looked stunning, and must have been over 7ft tall. The actor did a really good job given they must have had limited movement, but they were also equipped with what looked like 3 large hairdryers stuck together as a 'weapon', which felt...odd.  
     
    So yeah, a very short maze with little scares, but with great sets and great costumes and a good number of actors considering.

     
    Zombie Tunnel
    A zombie invasion created by a nuclear fallout haunts amateurs in an old nuclear silo tunnel. Horror lovers have only one way to protect themselves - the green radioactive light source causes the zombies to retreat. Step into the twilight corridor where horror-zombies scare away!
    The other Halloween exclusive maze takes place in a temporary structure in one of the kids lands in the park (with 2-3 kids rides actually closed for the event). 
     
    At the start of the maze, everyone is handed a green lightsaber (like a cheap pound shop one) to guide your way, with their in-story purpose being to scare away the zombies that await. These also serve a second, more obvious purpose though - to help you see. The maze itself only seemed to have one light throughout, and was otherwise very dark, so the lightsaber was essential to help you see.
     
    The maze was again very short, effectively a horseshoe shape. There were quite a lot of actors (again, all with very good make up), but all bar one of them were stuck behind fencing, and all they could do was slam and growl. It was a very jarring experience, as there's no fear there whatsoever (even a girl who was in our group who looked around 13/14 wasn't the least bit scared). And given the theming for the maze was effectively fences and black tarpaulin, there wasn't much too it. 
     
    Again, a short maze with little scares, but a fun concept and a good number of actors. 


     
    Kauhusirkus (Horror Circus)
    Do you dare to step into the Horror Circus of bloodthirsty clowns?
    This is an 'overlay' of the park's other dark ride, Taikasirkus (Magic Circus). The ride was open before 4pm without actors, and we tried it - it was a suspended dark ride that goes through different scenes at a circus, with fun animatronics and such. The gondolas turn/spin slightly at different points throughout the ride too, to showcase different points within each scene. There was no audio, though apparently there usually is, which was odd..
     
    After 4pm, the ride has actors (one in every scene, so about 6). The actors are allowed everyone - in the sets, in front of, behind and underneath the cars! The actors, were, unsurprisingly, clowns. This wasn't particularly scary (certainly a push to make this 13+..), but the actors occasionally hid and did (predictable) jump scares, making it a more fun/scary experience. Real highlight was an actor appearing in front of us, then as our gondola spun around, he decided to lay on the floor, as a fun way of surprising us.
     
    Again, the actors looked really good, and this was well done.
     
    Kammokuja (Abhorrence Alley)
    The dead spirits have been wandering in the corridors of Kammokuja. There is also a large butcher living in the alley ...
    An overlay of the park's 3D walkthrough (which was much like a spookier version of Hocus Pocus Hall at Chessington), which basically just included a couple of actors hidden around corners. It was fun, but the actors seemed very restricted in what they could do. For example, one actor literally just appeared from round a corner holding a tray of tea, said in a creepy voice 'Would you like some tea?', and then waited for us to move on with no further interaction.
     
    The ending featured a large and loud male actor bashing on a wall brandishing a knife. Probably enough to get younger kids out quickly, but again, this felt a bit tame for a 13+ experience.
     
    The outdoor walkway had some clown animatronics, the family friendly maze was just an outdoor labyrinth where the walls were spider webs (no actors) and the scare zone had a couple of sets of actors going round a couple of times.

     
    Zombie Disco
    The reason for this being 18+ was because of the bar; I imagine it makes it easier for serving drinks when you don't have to ID everyone when it's busy. As the park was very quiet, so too was the disco area, which meant it was lacking in atmosphere. However, the actors here did a great job; all interacting with every group personally, spending lots of time with any group there and staying in character very well. It was also nice to see zombies which don't grunt or growl at you, as many theme park mazes resort to.
     
    A shout out to the zombie footballer, who at one point started a kick about with people in the area, then proceeded to do several keepy uppies (whilst remaining in perfect character!), and then carried on as if it was nothing. That was impressive!


     
    So Iik!Week was a weird one. Clearly the park know their stuff when it comes to doing scary things: the costumes, set design (largely) and acting quality (mostly) were all very good in my opinion. Plus their ghost train is scary too. But it seems like they've held themselves back, like they don't want to create attractions which actually scare people, despite having everything there to do so. I really don't believe a park which has the creative levels they've shown wouldn't be able to get over the final hurdle of actually making something scary.
     
    It's a shame, because they've got enough variation to do even one actually scary experience, and then keep the rest more fun. I hope that whatever their reasons, whatever their thought process, they decide to change their mind and do something actually scary in the future. In saying that, I still enjoyed the event, so can't really complain!
     
    And that's that! Without Taiga, Linnanmäki would be one of those 'if you're in the area, visit' or 'if you've ran out of other parks to visit' types of parks. It's fun, but nothing standout enough. But with Taiga, they've got a truly exceptional ride, with enough of a supporting line up to be a really solid park which is well worth the visit!
     
    How busy was it?
    Surprisingly quiet! Thanks to some wet weather (which only lasted for a couple fo hours on and off), the park wasn't very busy, and we didn't queue longer than 15mins for anything. By about 8-9pm, everything was walk on.
    How easy is it to get too?
    The park is about a 30-40min bus ride from Helsinki airport
    Is there anything else nearby?
    Helsinki has a few bits; we did an indoor horror mini golf course, the Helsinki SkyWheel, Helsinki Flying Theatre and Helsinki SeaLife (which is joined onto the park)
    How expensive is it?
    Helsinki isn't cheap, and flying out there is a bit costly. We stayed in a hostel, booking a private room for 3 people which cost about €20pp, which helped reduce costs.

    (and as ever, excuse the horrid photos..!)
  7. JoshC.

    Heide Park Trip Report
    Rewinding just over two years ago, I and a few friends had booked a trip out to Hamburg, which would include one and a half days at Heide Park - plus a stay in their hotel - and a day at Hansa Park. It would coincide with two of our birthdays too. What better way than to spend a birthday at a new park?
     
    At the time, this Covid-19 thing had just turned up on the British doorstep, and concerns were growing. But the idea of a lockdown was a far away thought. Obviously, come March, that all changed, and the trip cancelled (fortunately fully refunded). So instead of celebrating my birthday in some new foreign park, it was spent hunkered down in lockdown. "Ah well, maybe net year" I thought. Obviously I could go to Hamburg at other times, but I dunno, something felt kind of right about doing this trip over my birthday.
     
    But the world had other plans. Lockdown III was coming to an end, but foreign travel was out of the question, and the UK parks were out of the question. Instead, my birthday in 2021 was spent playing some outdoor mini golf (which was a big deal at the time tbf). 
     
    Early 2022 came around, and things seemed a bit more promising. Maybe I could spend a birthday out of lockdown for the first time since 2019!! And maybe, just maybe, I could finally get out to Hamburg. I tried to rally up those who I originally planned to go with, but after being met with radio silence, it became apparent if this was going to happen, I'd be going solo.
     
    Ooft. Solo park trips aren't something I've done for a long time. Well, I haven't really done them at all. I've maybe spent a couple of hours at a park alone when someone had to leave unexpectedly early, or a bit of time when arriving early. But never a full day, and never at a new park. But to be honest, it wasn't a difficult choice..."ahhhh, screw it, let's do it!" was basically my thought process.
     
    To keep costs minimal, this was going to be a short trip - fly in on a Tuesday evening, one park Wednesday, one park Thursday, fly home Thursday night. Ideally I'd've flown in Wednesday morning, but flight times just didn't work out. I had planned to drive too, but that was very costly (plus the rising fuel prices scared me), but I quickly realised both parks were pretty accessible by train. It increased the journey times, but it saved a lot of money really.
     
    Anyways, enough pre-amble ramblings. Time to get to it...
     
    Day 0
    This was my first flight since January 2020. Things have changed a fair bit since then, with both Brexit and Covid. Gatwick airport was pretty chill, and boarding on the Easyjet flight was fine. As Germany require FFP2 masks in certain places (such as planes, airports and trains), crew were freely giving out these masks to anyone who didn't have that specific type of mask. Pretty chill.
     
    A not-short queue through passport control followed. It was at this point where I expected to have to show my vaccine passport (the only requirement to get into Germany at the time), but I didn't. Oh well.
     
    My hotel was a 20 minute walk from the airport, and was surprisingly cheap and nice given the location. Boom, easy.
     
    Day 1 - Heide Park
    I was faced with two problems for my day at Heide Park.
     
    First thing, the weather. The weather had been pretty miserable the past few days prior; cold and wet with threats of storms. Having checked their park app in the days prior, that seemed to be affecting ride availability too. And the weather today didn't seem much better - cold and dark clouds, with high chances of rain. Just a tad concerning. 
     
    The second was more of an "operational" concern. The park say on their website that the nearest train station to the park is Wolterdingen, which is a 20 minute walk to the park. Annoyingly, when travelling from Hamburg, you can only arrive hourly, at 48 minutes past each hour. So I was left with a choice: arrive to Wolterdingen at 08:48 and awkwardly wait outside the park for ages, but be one of the first through the gate...or arrive at the park late.
     
    I expected the park to be quiet, so arriving late wouldn't be the end of the world, buttttttttt I like to get to parks for opening wherever possible. So I opted to get out of bed the hour earlier to get there earlier. Who needs a birthday lie in when there's creds to get?!
     
    Getting from my hotel to Wolterdingen was straightforward enough. U-Bahn from hotel to Hamburg's main station. 20 minute wait time for connection to a random place called Buchholz, then a 15 minute wait to connect to Wolterdingen. Easy enough.
    U-Bahn went smoothly. But then disaster struck. The connection was delayed...by 15 minutes. Ffs. The train pulled into Buchholz just as my connection left. And it was an hour until the next train.
     
    I came to really hate Buchholz. It was a large station which was very windy and cold, and there was no indoor waiting area that I could find. Fortunately, the rest of the journey was easy enough, and the walk from Wolterdingen to Heide was a straight line, and only took me 15mins. And so, a little after 10, I was finally here!

     
    Waltzing straight on through, with no whiff of security, my first port of call was the dump my stuff in a locker. I don't usually use park lockers (usually opting to visit light), but didn't fancy lugging all my stuff all day, especially with the ominous storm clouds hanging over. An all day, unlimited-entry locker cost 5 euro...not awful, but could be worse I guess.
     
    Checking the app, it suggested that of the "big" rides, only Krake, Flug der Damonen and Big Loop were open. All with 0 minute queues, fortunately. But not a great start, and already cred anxiety was kicking in. But let's not focus on that, and instead let's get some B&M-goodness...

     
    Krake wasn't particularly something that was on my radar. Drop, inversion, over, right? A fun +1, but I didn't expect any more. I was, however, pleasantly surprised. I walked on to front row straight away, and got a very nice ride. You seem to hang over the drop for a good few seconds (much longer than Oblivion and Baron at least), and the splash effect is really cool. The whole ride is filled with nice floaty moments, and even then those it's quick, it left me feeling fulfilled. Coupled in with the nice music and nice theming, I was quite happy. 


    It's nothing special, but it does what it aims to do very well.
     
    On an even more exciting note, I noticed whilst on ride that Colossos was running. And it looked like people were on it too! I checked the app and it said it was still closed. This left me with a choice...not head over and tick off the nearby creds, or trek to the other side of the park and see what's what. With Colossos being my most anticipated cred of the park, and with it's availability seemingly being sporadic over previous days, I decided to venture over. This turned out to be a very good choice; I saw it run again, and there were clearly people on it. Woohoo!
     
    Colossos
    Fortunately there was no queue, and even getting into the station, there was only a one train wait. The ride, like everything, was on one train, which gave me a good feeling about the level of busyness to expect. Opted for the back row for my first ride.
     
    WOW.
     
    I didn't really know what to expect from the ride. I hadn't heard much about it, and didn't know the layout. But having done Balder, I had high expectations for my second Intamin woodie. And damn, they were, pretty much, met. Climbing up the lift hill hearing the audio is a neat thing. The first drop is fantastic, lifting you out of your seat. The first airtime hill flings you out too. The second gives you nice really nice floater airtime too.
     
    Then you hit the turnaround. This kills the ride a bit. It doesn't make anything bad, but it loses its ability to give decent airtime. You get little pops, but it feels weak compared to what you've just experienced. And this feeling carries on until the helix, where the ride picks up speed and its aggressive nature again. The final couple of hills have some good, consistent airtime, and leave the ride ending on a high note.
     
    The "wicker monster", as I call it, looks really nice, and is a good first time effect on-ride as a near miss. It didn't have any fire effects going though, which was a shame.

     
    After my first ride, I was itching to get on again. And with no queue, that's exactly what I did. In honesty, there's not many rides where I've had that immediate feeling of "Damn, let's do that again, like right now!"; it was very much a 'Top 10%' ride for me from the get-go. Taking advantage of there being no queue, I went for the front this time. I was surprised at how consistent the ride was compared between front and back. And the pure rush going down the first drop on the front row is something I really liked too.



    Two rides in, and I decided - reluctantly - to move on. The park seemed like it was going to be quiet, but with the threats of storms still looming, I thought I should try to mop up the creds just in case, and then return to Colossos later if I could.
     
    With that, I went to the neighbouring Desert Race. It's basically a Rita clone. I like Rita, so expected to like this. However, it fell a bit flat for me, for reasons I can't quiet put my figure on. Maybe the bare-ness of the ride? Maybe the slow ops, where they waited for an entire full train before dispatching? Maybe the annoying announcements? Just little fiddly things. This also feels like a very Tussauds investment: plonked down, minimal theming, very tacky in general. I hope the park do something with this sooner rather than later.
     
    I then went back the way I came towards Big Loop

    Bog standard old Vekoma. Not much else to say.
     
    Then it was time to tick off the remaining B&M, Flug der Damonen. I had been intrigued by this, due to its tight layout and neat theming. Despite the app saying this had a 0 minute queue, there was a bit of a wait...about 10 minutes. No problem really though I guess. I really liked the station; had a real nice vibe to it.



    I got a front row ride on the right hand side. And the ride...was not that good. It starts off nicely, standard B&M wing. But then it tries cramming all its elements into a small space, and it just seems to make the ride a bit juddery, and it lacks any sort of flow. A real shame, and definitely the weakest one I've done so far.
     
    The app still listed Scream, Bobbahn and Limit as closed. These rides had all been closed any time I'd checked the app on previous days too. As they were nearby, I decided to check them out and see what's what. Scream had a sign outside saying it was waiting for a part, and should be ready to open for "Week 15". Sad times, as I like drop towers. Bobbahn had a sign outside saying it was too cold to open. Gah, spite
    Limit, however, had no sign. It wasn't open, but there was a solid handful of people waiting outside, and staff in the station. I overheard a conversation between guests which I loosely managed to translate to as "it will open soon". So I decided to hang around.
     
    To be honest, I can't believe I decided to willingly hang around and see if an SLC would open soon. Especially when it lunchtime, I was hungry, and I was in the same park as a walk-on Colossos. But heyho, a man's gotta get his creds. After about 10 minutes, it opened up. Yay...
    I managed to get on the second train of the day. Second train of the season. I got a middle row seat, and braced myself in usual SLC-fashion. But something strange happened. It wasn't...awful. Don't get me wrong, it wasn't good. But it didn't try to massacre me, and I left the ride without my head feeling like I'd been in the ring with Drederick Tatum. Maybe the ride hadn't warmed up enough, so it was running slowly and, somehow, less rough?
    So there we have it folks, if you want a not-awful ride on an SLC, make sure to take one of the first rides of the season on a cold and stormy day!

    I also quite liked the music - nice rock track.
     
    After a quick spot of lunch, I went to the other side of the park, where the water rides and a smaller cred lived. I did both the log flume - which had a long cattlepen queue you couldn't skip over thanks to Covid barriers still being in place - and the rapids in quick succession. They were nice; not too wet, not too dry, and solid, yet unremarkable, examples of their ride types. I ticked off kiddie cred, Indy-Blitz, too, getting a solo ride and a +1 for my troubles.
     
    Next up was perhaps my second-most anticipated ride of the day...Ghostbuster 5D. I make no secret that I love shooting dark rides. I'm not big on the Ghostbusters franchise, but I acknowledged that it was something that had huge potential with this ride type. The exterior is very Merlin, in that it looks good in context of what the theme of the ride is, yet still a bit bland for a theme park. And it's kind of let down by the dodgy shipping container entrance. 



    The mathematician in me feels obliged to take photos of any mathematical equations that work their way into theming within rides.
     
    As for the ride itself...I dunno. I'm not sold. The idea is cool, especially the working together to take down ghosts. But the pacing feels a bit off. Some scenes are far too long, others far too short. There's not one which is 'just right'. There's not really anything between screens, and the attempted compensation is "let's spin and jerk the car around quickly". This left me feeling a bit motion sick, which was a shame. A bit better pacing in the scenes, and some better breathing space between scenes, and this would be SO much better.
     
    On my way to the final cred, I took a nice slow wander round. On this random, meandering walk, I noticed a random fire effect, which was coming from the boat ride in the How to Train Your Dragon area. I don't particularly care for the franchise, but liking fire effects, I thought sod it, I'll give the ride a go. It was a nice little ride, with some neat effects and was largely indoors, protecting me from those pesky storm clouds (which were still threatening rain, but not following through!). Detour completed, I did the final open cred of the day, Grottenblitz, a Mack powered cred, with shared the same building as the previous boat ride. It had a nice layout. But I didn't get any photos (it was getting rather cold).
     
    Now it must have been around 2 / half 2, and I'd ticked off all the creds and all the rides I wanted to do. Yes, there were loads of flats, but none appealed. The park have a monorail and train ride, which I would usually do, but both looked slow and burdensome to do in cold weather. So I took the chance to do re-rides, and a do a fair few of them at that.
     
    Throughout the last couple of hours, I managed another two rides on Krake (on 2nd and 3rd row, both were nice, but not quite as good as the front, of course), and ride on the opposite side of Flug (which was even more juddery on the back row). I decided to give Ghostbusters another shot, but even being prepared for the spinning, I still felt a little queasy afterwards. More importantly, I managed another 6 goes on Colossos, including another front and back row ride. All in, it really cemented itself as a top ride for me. It had warmed up nicely, and the middle third was running better by the end of the day. Still a weak spot, but the first and final thirds more than compensated for it.
     
    I also took the chance to just wander round the park and take some more photos. So here's a little final photo dump on my least terrible photos...





     
    All in, I had a really nice day at Heide Park. The weather held off, the park was sufficiently quiet and it has a good selection of rides. It had quite a Merlin feel about it, and even moreso a feel of a park that's had three very different owners and directions. There's the older, classic rides which have a nice, integrated feeling. Then there's the Tussauds-era, plonking rides down and just rolling with it. Then the more recent Merlin-era, where theming and ride integration clearly plays a part, but can be a bit hit and miss. In saying that, I would happily go back again in the future - especially if they were to add a more traditional dark ride, and maybe replace Desert Race with something that uses the space better!
     
     
    The day ended off by taking the train to Lubeck. It was a good couple of hours journey along 3 trains (Wolterdingen to the much-hated Buchholz, to Hamburg, then to Lubeck), but simple enough. Sadly, the weather decided to finally take a turn for the worse, and the heavens opened. The 20 minute walk up the hills of Lubeck felt so much longer thanks to the rain and bitter wind. Cheers for the birthday present, Lubeck...just what I always wanted!
     
    Coming soon, day 2 of 2...a wet, cold and anxious day at Hansa Park...
  8. JoshC.

    Hersheypark Trip Report
    I finally did it: I finally went to America for some creds. Before my trip at the start of June, I'd only done European parks, so it was hugely exciting.

    Before getting to it, here's a setting the scene sorta dealy.

    This trip had been a long time in the works. Early plans can be traced back to March 2021, which was going to be a Cedar Point + others trip. But that fell through. Still wanting to go out to the States for some creds, I looked at other possible ideas. I could do Orlando / California or similar, but not being a big Disney fan, their draws were weak, and I didn't really have a clue where to start with booking that sort of trip. Resorting to the easier-for-me-to-plan road trip, I quickly honed in towards flying to Philadelphia, and then hitting up some of the big parks there.

    The plan was to fly into Philly, have a day to get accustomed to the country, then do Hersheypark, Kings Dominion, Busch Gardens Williamsburg, Six Flags America, Knoebels and Dorney (in one day) and Six Flags Great Adventure. There were some long journey times between the parks, but heyho, I've done long drives and was fine, so I'm sure this'll be fine.

    The build up to the trip was...hectic. The day after I landed, I was moving flat (for a new job I started last week). My mum is also in the process of moving flat, so I'd been helping her out too. I had finished my temp job only a couple of days before flying out too, which didn't give me much time to generally sort out everything in life.

    But anyway, I made my way to Heathrow bright and early...and headed to the wrong terminal. My flight was from Terminal 3...I got off the free shuttle bus at Terminal 2. D'oh! Fortunately, it's only a short walk between the terminals, and soon enough I was checked in and in a long security line. Small spoilers: the security queue was one of the longest of the trip! But soon enough, I was on the plane and ready for the 7-8hr flight.

    Long haul flying was fine for me. Wasn't quite sure how I'd find it, but my American Airlines flight was comfortable, the food was acceptable, and I was able to pass the time by watching Stranger Things 4. Soon enough, I'd landed in Philadelphia.

    And oh boy, it was hot. Midday local time and it was 35C (oops, I'm in America now, that's....95F). I'm not someone who particularly enjoys the heat (another reason why I was unsure about doing a trip to Orlando). But hey, I'd manage, America has aircon in most places, and I'd adjust soon enough...

    I collected my hire car no problems. This was actually the first time I'd ever hired a car, and my first time driving on "the other side" of the road. On top of that, it was my first time driving an automatic, and only the third different car I'd ever driven since passing my test 4 years ago. So just a few firsts. I took my time to get used to it before heading off to a nearby-ish Walmart to get some drinks and snacks. This 20 minute drive to Walmart didn't serve me well though. Driving wasn't difficult, but I made the odd little mistake and just didn't feel wholly comfortable whilst driving. I guess that's understandable and to be expected within context, but still, it played on my mind a bit.

    I carried on to my first motel of the trip and arrived in one piece. Woo, much success. But I still didn't get that comfortable feeling with driving. My excitement and elation for the trip and parks ahead turned to one of worry. "How on earth will I manage all the driving to come feeling like this?". Of course, I was hot, bothered and tired. And then thoughts came flooding into my head..."If I feel like this now, how will I feel after 8 hours outside at a park, then having to do a 1.5-2hr drive?", "How will I manage that for a week straight?", "I'm not sure if I can do this". I'm, err, not the most confident person, and I think this whole thought process shows that.

    I tried to cast these thoughts to one side and had a spot of dinner from a lovely little restaurant just opposite the motel I was at. But these thoughts played on my mind still. I tried looking at all the drives I had for the next couple of days to try and ease my concerns, but that did little to help me. The first two parks were to be Hersheypark and Kings Dominion, and they weren't a short distance apart. Knoebels and Dorney, parks much closer to Hersheypark, were shut the day after my Hershey trip, so I couldn't change the order to do shorter drives before doing longer drives.

    In the end, I got inside my head so much that I changed the trip a bit more dramatically. I hadn't booked park tickets due to my lack of organisation. Most of the motels/hotels I booked were free to cancel until 23:59 the day before arrival. So I wasn't going to lose any money.
    Gone were Kings Dominion, Busch and SFA, the three parks which were a huge drive away.
    The one motel I couldn't cancel was one which was between Dorney and SFGAd.
    So the trip changed into:
    Hersheypark: 2 days
    Knoebels
    Free day
    Dorney
    SFGAd

    It made the trip feel less daunting with the driving. It did take out a big chunk of creds, and I was particularly looking forward to Busch / Pantheon. But ultimately, in the moment, I just didn't feel I could do it. In hindsight, it all feels a bit stupid. I'm sure everything would have been fine. I got more used-to and comfortable with driving quick enough. Maybe I should have planned the trip better to build up to longer drives? Maybe I should tried hiring a car on a smaller like (like my recent Hamburg one, where I changed my mind late on about driving too)? Maybe I should have gotten out of my own head / slept on it? Maybe I should have booked everything earlier to force me to do these things? Whatever I should have done, it's done now.
     
    And now onto Day 1, which was my first day at Hersheypark...
     
    It was June 1st, and again it was hot. The drive from my motel to Hersheypark was about an hour, so I set off in good time. I passed Dutch Wonderland en route - a park which was closed on that day, but I made a note that I could possibly do it on my free day if I wanted. The drive to Hershey wasn't without stress, with my phone losing internet connection just before I was due to go on Route 283, making me very nervous I was going the wrong way. Fortunately, I rolled up at 10ish - huzzah, I was finally at my first American park!

    I really enjoyed the entrance plaza area: smart and well-presented, with the lovely view of a B&M hyper to boot. Plus, with the shop open, the hour before open flew by.

    Whilst waiting for the park to open, I realised I hadn't planned out my day at all. I knew roughly what creds the park had, but didn't know the layout of the park or anything. Candymonium was open for season pass holder ERT and right by the entrance, so that was a no-go. Skyrush is bound to be popular, so maybe not there. After a brain wave, I remembered about a particular ride which gets long queues. So whilst the masses made their way to the park's hypers and whatever else, I made a beeline to...
    Laff Trakk! Yep, my first American coaster was an indoor spinner. It was...okay. There's an attempt with theming and all that, but it just comes across as a bit tacky sadly. And the layout didn't really do it for me. So very much a one and done for me.

    Carrying on the theme of low-throughput, bog standard coasters, I ticked off the nearby Wild Mouse. It was bog standard. Jesus, I've flown 3500miles for some tacky rubbish I could have gotten at the British seaside...It's time to throw in something better. So it was time for Wildcat. GCI's first coaster - a fact I'd forgotten at the time - does have a decent layout, and is filled with some neat moments. At the same time, it does give off vibes of 'Our first coaster', but you can see what they wanted to do, and how they've refined their coasters with newer models. A decent family-thrill ride for the park.

    The park had only been open 15 minutes, and I'd ticked off 3 creds. The temperatures were soaring, so now felt like an appropriate time to ride Celsius.
    Wait, no, I'm in America. Let me try that again.
    It felt like an appropriate time to ride Fahrenheit.
    An Intamin multi inversion coaster with a vertical lift and beyond vertical drop - it's either going to be amazing, or bloody dreadful right?

    It was at this point I learnt to not trust the Hersheypark app too much. The app does give queue times for all the rides, but it said Fahrenheit was only 5 minutes, despite it clearly being more. I hesitated a guess at around 20 minutes, and an update came from soon enough advertising 15 minutes. Ended up taking a nice, round 40 minutes. Ooft. Thank goodness for the misters in the queue line though - they were a godsend!

    I'll channel my inner MattN now...how was the ride? Well, it wasn't amazing, but it wasn't bloody dreadful. It fell firmly into the "good" category. The layout is surprisingly fun, and the airtime towards the end of the ride took me by surprise. The cobra roll was extremely "vibrate-y", but not in a rough way, which was...odd. I wasn't a fan of the clunky restraints though. So it was definitely good, but this was also something that really needed a reride at some point to determine just how good.

    It has a pretty colour scheme too

    I then double-backed on myself to go to the park's duelling woodies: Lightning Racer. I hadn't done them earlier as they opened late, but now seemed like a good time to pick them up. And I have to say, I really enjoyed these. Quick-paced, nice interaction with each other and great coasters in their own right. I wasn't a fan of how it seemed like the Thunder side would win every single time; seems like a bit of a flaw there.

    Whilst I didn't want to make immediate comparisons, I make it no secret that I love Joris en de Draak at Efteling, so it was hard not to. And to be honest, Lightning Racer definitely feels like an attraction that walked, so Joris could run. Joris sees what Lightning Racer does, learns from its mistakes, and refines what it does well. Hersheypark is filled with "learning GCIs" it seems.
    Aside #1: I didn't take photos of Wildcat or LR. Clearly I have something against taking bad photos of GCIs.
    Aside #2: The Lightning (right) side of Lightning Racer was my 250th. Yay.

    With the creds in that area ticked off, I went a bit more centrally into the park. With stomach grumbling, I decided to pick up a snack. Oooo, finally time to try out some American park food!! A funnel cake standard was nearby, so naturally I gravitated towards there...
    It was blooming huge! Is this just American portion sizes? Are they meant to be shared? Did I buy a sharing one? I dunno, but I wasn't going to complain.

    After eating a bit more than expected, I decided another cred might not be best straight away, instead opting for the nearby shooting darkride, Reece's Cupfusion. I like shooters, and I was intrigued by this. I was taken back a bit by the layout going up and down; thought that was a bit quirky. But the best way to describe this (from a European's standpoint) is like a discount/budget Bazyliszek at Legendia. It has screens as well as 2D props (some move, some don't). But it all feels a little bit on the cheap side, and a little bit lazy. Don't get me wrong, it wasn't bad, and I had fun, but really, for a park of Hershey's size and grandeur, I was expecting something a bit better.

    With that done, it was time for another cred. And I opted for hopeful quality over 'just a +1', and went to Great Bear, the park's B&M invert...
    Another 40-ish minute wait for this. And I didn't really enjoy waiting for this. Obviously queueing becomes more boring when you're alone, but with no sort of themed music (just generic pop music, which was fine, but meh all the same), and limited views of anything in a painfully dull cattlepen queue, it does drain you a bit. Wasn't helped further by the fact operations were pretty poor, partially due to slow staff, partially due to people being idiots and faffing. Oh well.

    Anyways, I was on and sat near the back. What followed was a decent, albeit unremarkable, ride. It very much peters out by the end though. Before this trip, I'd ridden 4 B&M inverts: Oz'Iris, Nemesis, Black Mamba and Nemesis Inferno. These are all fantastic examples of the ride type. Great Bear is an example which shows B&M Inverts are good rides, but can also be incredibly paint-by-numbers. "Let's chuck in a big drop, a vertical loop, a zero-g roll, a corkscrew and something else, boom, there's your B&M Invert". That's possibly a little harsh, but really, that's what it is. It doesn't have the location/terrain of Nemesis and Mamba, It doesn't have the scale and 'extra-ness' of Oz'Iris. The layout isn't as polished as Inferno. It just does every part well.
    It'd be interesting to know what my reaction would be if this was my first B&M Invert. Maybe I'd rate it higher. But for me right now, whilst I enjoyed it and don't have anything overly negative to say about it (ending aside), it just doesn't do it for me.
    Following the path along, I stumbled across another cred, the comically named Sooperdooperlooper. Obviously the historical nature of the ride shouldn't be ignored, but it very much feels like a ride which was designed to have the loop and nothing else. Literally after the loop, the ride feels like it was designed by RCT's "auto complete" feature, to get the track back to the start in a weird and funky ride.

    Next up was the big attraction of Hersheypark, the famous Intamin known by Skyrush.
    Since it had a surprisingly short queue (probably about 2-3 trains' worth of wait, if that), I opted for a front row ride. This turned out to not be the smartest idea, since after 3 cycles, it shut down for a bit. I decided to stick it out for a bit, and 10 or so minutes later, it came back up. And shortly enough, I was on.

    And WOW. This thing lives up to the hype and is insane. You get lifted / chucked out of your seat every couple of seconds. It's relentless. And yet it remains glass smooth, and even 10 years after opening, hasn't developed an infamous Intamin roughness. Yes, the extreme airtime does kill the thighs - and that does take away from the experience a little bit for me - but that's the point of the ride. Skyrush is clearly a ride designed to try its absolute best to fling you out your seat so you land into the lake, whilst not compromising and things like speed. And it makes a spectacle out of its elements: there's no mini airtime hills that you'd find on a RMC, say. It's loud and proud with what it does. There's no stand out element either, because so many elements are just incredible in their own right. I also liked the mini lapbar release it does whilst on the brake run - much appreciated.

    Given the lack of queue, I decided to run round for another ride, and got to do a back row ride. Again, bloody insane - moreso with some of the intense airtime moments too. I just about preferred the front, just for the pure thrill of getting the wind in your face, and it being slightly more comfortable. But damn, it's a bloody good ride.
    The lift hill is comically quick too

    Hopefully it's clear here that Skyrush is a ride I rate very highly. It's easily a "Top 10%-er", and even a "Top 10-er". For me, it slots nicely into the Top 5 too, slotting above Helix, but below Taron, Taiga and Untamed. Ultimately, the ride comfort is what stops it going above the others, but the craziness of the ride definitely cements its place.

    From one hyper to another, it was time to ride Sweetsmonium.
    Wait, no, I keep forgetting I'm in America. Let me try that again.
    It was time to ride Candymonium.
    (I'll stop with these terrible jokes now, promise)
    I'd been keeping an eye on the ride's queue time during the day - despite not really trusting the app - and it had seesawed between 20 minutes and 180 minutes. I decided to risk it on a supposed 20 minute wait.
    This was my first experience of a "no bags in the queue line" rule, which they were being strict on. Interestingly Skyrush has the same rule, but wasn't being applied. I'm fine with the rule and like the free lockers, but it felt like there weren't enough screens and lockers, and having to wait for a locker was painful.

    After about a 30 minute wait in the warm tin shed queue, I was on. Given how slow the operations were, I dread to think what it would be like if bags were allowed in the station. I'm understanding to how hard it is to work on rides in hot conditions, but when you have a coaster running 3 trains and you have the 2 out of the station stacking every single time, something ain't quite right sadly.

    Anyways, I'd managed to bag a back row ride for my first go on Candymonium. And this was my first B&M hyper too. I was quite excited for this. Andddddddddd....it didn't live up expectations. To be honest, all I really remember from this first ride is fixating on the two trims that are on the ride. They are extremely noticeable, and it disappointed me quite a bit.

    I'll leave my review of Candymonium there for now, but note I will come back to this later!

    There was now just over an hour left before the park shut. Despite having agreed with myself I'd be back tomorrow, I wanted to try and get all creds done in one day (just to see if my original plan was possible). So I went over towards Storm Runner - arguably the last major cred in the park. It had been closed all day, but I had noticed a couple of test runs. En route to the Intamin accelerator, I found Trailblazer, the park's Arrow Mine Train, looking very shut, and with fencing blocking off the entrance. Well, there's one spite.

    There were staff stood outside Storm Runner too, that was also shut, and they said it probably wouldn't open today. I didn't press for a reason, but I wonder if it was down to the heat - I know the likes of Stealth and Rita struggle in 30C+ heat, and at 33-35C, maybe it was just too much?

    To settle that disappoint, I decided instead to ride...
    Jolly Rancher Remix
    Previously known as Sidewinder, the park's Vekoma Boomerang received a makeover for this. Because of my immeasurable disappointment about missing out on 2 creds, I didn't take any photos of it on this day.
    The retheme is nice and vibrant, and the ride gives me 'Speed of Sound at Walibi Holland' vibes: they've taken a Boomerang, added some flashing lights and loud, thumping music. The presentation for it works. The ride itself is an above average Boomerang, which is still a below average ride.

    I then ticked off the park's kiddie cred, Cocoa Cruiser, and rode the park's old skool woodie, Comet. Really these were just a quick +2 and nothing more to me, though I guess Comet was pretty neat, and also my first taste of a Philadelphia Toboggan Coaster.

    With a bit of time leftover, I rounded Day 1 off with a couple more laps on Skyrush. Still a breathtaking ride.
    I possibly could have gotten a couple more goes in, but it broke down again. Intamin, ey?

    My hastily arranged motel was only a 15 minute drive from the park, close to shops and restaurants, and was reasonably cheap. Huzzah!

    So Day 1 Hersheypark thoughts: I enjoyed the park. It was busier than I expected, and the heat was a bit much at times. It immediately gets points for the amazing Skyrush, and even though there were some rides which didn't live up to expectations, others beat expectations, so swings and roundabouts. I was certainly looking forward to a second day, getting some rerides on the good creds, and trying some of the non-cred things I missed, all in a more relaxed setting.

    I have two bugbears about Hersheypark. One is their queue lines: they are all so boring, and the coaster queues don't give you views of the rides. Two is the lack of themed audio. Their newer areas (Chocolate Town and Jolly Rancher Land...not its official name btw) do a good job at creating a cohesive area with some neat audio bits. But really, the atmospheres in and around the stations for the likes of Skyrush, Great Bear, Fahrenheit would all be infinitely better with some loop of special audio. I know it's kinda an American thing, but still.  
    I returned to Hersheypark the next day. It was another hot one, of course, but it was a bit more overcast. I did a strange thing, and arrived at the park even earlier than yesterday though. Why, you ask? Well, to visit Chocolate World of course!

    Located outside the park, and I guess extending the exterior of their 'Chocolate Town' area, Hershey's Chocolate World is I guess the American answer to Cadbury World (not that I've ever been there, mind!). There's loads of stuff in there to do: a 4D cinema, create your own chocolate experience, plus tram tours and other things. All of that along with a huge sweet shop and a couple of food outlets. Chocolate World opens at 9am (2 hours before the park). I wasn't bothered by the upcharge stuff, but there is a free attraction:  
    Hershey's Chocolate Tour is basically a dark ride, taking you through the process of how the chocolate is made. After seeing the quality of the park's dark ride, it was nice to see how well-polished this is: lots of neat effects and animatronics, and all-in a fab little experience, definitely showcasing the place off well. The queue line serves as a walk through too, giving the history of the company. And at the end of the ride, you get a piece of Hershey's chocolate for free.

    Resisting the temptation to go round again for the sake of another freebie, I had a look round the shop to kill some time, picked up a Blueberry Muffin KitKat (which, sadly, wasn't all that nice), and then went back outside to get in line before the masses descended to wait for the park to open.

    Unlike yesterday, there was entertainment outside the gates. Well, I say entertainment, a single member of staff tried rallying some people up to get them excited, and got some kids to play a game. Or something like that, I don't know: he had a microphone, but it wasn't working. Anyways, at 10.45, he got everyone to do a countdown from 10 to 0, at which point.......nothing happened. A couple of staff behind the gates ran around panicking, wondering what was going on. I don't know what on earth was meant to be happening, seems like no one did. But in any case, this countdown to 0 did nothing, and the park opened bang on 11.

    Noting that the park felt a bit quieter, and not being in a rush to get creds, I decided to head to Candymonium first - maybe it's a morning ride? I got a front row ride and...
    Damn, that was impressive! Going in knowing a couple of the airtime hills had trims, I didn't fixate on them, and instead was able to just...sit back and enjoy. And it was just great fun: some nice floater airtime, but also some pops of ejector too. It was a class ride, and just really fun from start to finish.

    I'd've loved to jump straight back on and see what on earth was up with this hot and cold ride, but everyone was making their way over, so I decided to leave it and make my way to something new...
    Storm Runner was storm running (best pun I have, sorry), so made sense to tick it off before it got a potential long queue. This was a ride I was quite looking forward to, and it kind of lived up to the expectations. It was a nice, fast-paced ride which does what it sets out to do. It's short, but doesn't need to be any longer, as it packs in some cool elements. But at the same time, it doesn't quite hit the 'Wow' moments it should have for such a short, punchy ride.

    In part, I think it's because coasters have come along quite a bit since this was made, and so there's more modern, quirky elements out there. I can imagine that an RMC-inspired Intamin could make a much more fun Storm Runner today, for example. Also, the restraints are a bit restrictive, and do take away from the experience a bit.

    I then returned to another Intamin, Fahrenheit, for my much awaited re-ride. It provided a fun ride again, but was perhaps a bit weaker than my original ride. So it cemented it as a "good, but not great" ride for me, and probably not something I'd bother with again for the day.
    The "theme" (if you can call it that?) of Fahrenheit confused me. I get the idea of it being a 97 degree drop and using it as a temperature and angle (that's clever), but I thought the idea was it was also a 'blazing hot' ride? So why would the temperature be falling? And why am I overthinking this so much?

    Moving away from coasters, I went to something new and different:
    Mix'd Flavoured by Jolly Rancher, to give it its full name (sigh) forms part of the new Jolly Rancher Land, and is a Zamperla NebulaZ - one of these new rides which seem to slowly be becoming all the range. They're pretty neat to look at, and though I don't like spinning, I thought it looked tame enough to give it a go. Ultimately, it wasn't awful, but by the end of the cycle, I did feel queasy. The good thing is, though, is as much of a spectator ride as this is, it's still pretty fun to go on too!

    Turning my attention back to coasters, I then went for to take my reride on Great Bear. The big thing that stood out to me was that it had a much shorter queue, and I now realised how much quieter the park was compared to yesterday. Maybe not having to wait 40-ish minutes for the ride in blistering heat would make me more fond of the ride? Nope, not really. In fact, it just cemented my thoughts, and meant it was another ride I could tick off as "Don't need to ride again".

    I decided to get a snacky-American-sized lunch:
    The bucket of pulled pork chips gets my seal of approval

    Still adjusting to American-sized portions (or just eating sharing portions and not realising it), I opted away from creds for a bit. I ticked off the park's log flume, which was good fun - I particularly liked the calm looking section which was actually on a gentle slope, creating a fun few seconds, and the nice camel hump at the bottom of the drop. I then returned to Reece's Cupfusion, the park's dark ride
    I decided to try out a feature with the park's app, HPGO, which you can link up with the ride. Basically, it's a free wristband with a QR code. You can use it to load up photos, Fastpass things and all of that. But you can also scan it just before you board Cupfusion, and it then sends your score and on ride photo to the app for free.

    As you can see, I get very focused on shooters, even if their quality is patchy.
    Clearly not that good though, ranking 12th of all signed up players of the day, after only a couple of hours of park-opening.

    That's enough time without creds, so I went to GCI corner of the park to, well, reride the GCIs (ignoring the bog standard Wild Mouse and tacky spinner). A solid duo/trio of woodies there, and I found myself enjoying the Lightning side of Lightning Racer a bit more than yesterday; a good choice for 250 in the end!
    I even took a terrible photo of Lightning Racer, see!

    Something I had only learnt the previous day, and that had only truly dawned on me the previous night, is that Hersheypark has a zoo. And whilst it has its own separate ticket, you also get it included for free in your day ticket. So why not have a quick wander through I thought! It's a nice area, not too big, away from the park but not too far away, and a good way to break up the day. Didn't take any photos, but yeah, was nice.

    Anyways, it was time for creds again. And I surprised myself with how restrained I was in getting back to the one and only...
    Skyrush!

    Remember how I said yesterday they weren't enforcing the no-bags-in-queue rule? Well today they were. Eurgh, fine. Don't see the need really; the stupid station design means bags vs no bags is a mute discussion in my mind. Anyways, I got a couple more rides in, including at the back again, and it lived up to my memory from the day prior. Absolutely fantastic experience, and well and truly cemented itself as my #4.
    Not wanting to completely wreck my thighs one park in though, I left the yellow beast for now to return back to Candymonium, and see what on earth was up with this hot and cold beast. Fortunately it didn't have much of a queue, only 5-10 minutes, and I decided to mimic my ride from the previous day and go for the back row. And you know what? It was fantastic again! It was a ride that was just a ton of fun, and filled with neat airtime moments. Whatever disappointment I had yesterday had dissipated, and I truly liked this sweet ride. I went back round again and bagged another front row ride, which I guess shows my enjoyment of it.

    So now for my Candymonium review. It's a really fun ride, with lots of neat airtime moments. It's got good pacing with it too, which is great. And what I realised, most importantly, is that whilst it has trims at two different moments, those trims are needed. You still get some good airtime on them, and if they weren't there, you'd be getting airtime more akin to Skyrush's. That wouldn't be a bad thing for the ride really, but it then means you have two rides offering the exact same experience, which you don't want. The trims help differentiate Candymonium from Skyrush, and give the rides separate identities, whilst not taming down Candymonium. Huzzah!

    My one concern about Candymonium - I really enjoyed my rides where I didn't have to queue, but didn't get the same sense of fulfilment when I did queue. That could also be put down to first ride expectations. So whilst I rate Candymonium, would I be willing to queue for it? Honestly, I don't know.
    The Kisses fountain is a bit abstract, but I can see what they tried to do.

    As the photos show, the clouds had become a bit more ominous-looking after my rides on Candymonium. And sure enough, the dreaded "R" word followed....rain. It wasn't unexpected by me: the forecast did predict a short shower. But checking my weather app, it said this shower would last for a good 1-2 hours now. Bugger. Hersheypark close their big outdoor rides in the rain; certainly anything I wanted to re-ride was down. After a quick snack and think, I decided to do what a good chunk of people had done, and ride one of only two indoor rides on park. Not wanting to bother to trek to the other side of the park, I went for another go on Reece's Cupfusion...
    I got another delightful, free mugshot
    More importantly though...
    I claimed the current high score for the day...BOOM! Guy at the exit said he hadn't seen a score above 300k for a while too - whether he said that as a generic customer servicey comment thing, or if he was genuine, I don't know, but yeah. Take that everyone who visited Hersheypark on June 2nd! (I'm not competitive at all......)

    I had hoped the long wait and doing the ride would mean the rain would pass, but it didn't. It was still going strong. I really wasn't interested in doing Laff Trakk again, so I decided to wander over towards Skyrush, find somewhere undercover, and see what happens. For reference, at this point, it was about half 4, and park closed at 6. So I sat, and I waited. Rain still coming down. I don't mind the rain, but with little to do, I didn't see the point in wandering around too much aimlessly. In hindsight, now would have been a good time to do the zoo, and I could have used my earlier zoo time for rides, but oh well.

    The rain stopped a little after 5 - woohoo, the clouds have been kind! I didn't know what the rules would be exactly with rides reopening, but I hung back and waited patiently for Skyrush to come back to life. 15 minutes later, still no sign of life. Hmmmm, that's less good. Asked the staff at the entrance whether it would reopen - turns out it wasn't set to reopen for the day. Well bugger. Did it die before the rain? Was it a post-rain thing? No idea. Ah well, back to Candymonium then....
    Or not, that was also closed. And there was no committed answer as to whether it would reopen at this point.

    Other bigger rides were running around the park. But I didn't have much inclination to go on something like Great Bear or Fahrenheit again. The app listed Storm Runner as shut, though I wasn't wholly convinced. Equally though, whilst it would be nice to get a reride on it, I wasn't that fussed in tracking back and giving it a shot. So I decided to call it a day, with only 20 minutes of park time left.

    So though my visit to Hersheypark finished on a bit of a damp downer, it was still a fantastic couple of days. Skyrush and Candymonium are a great one-two punch for the park, and they have a wide variety of "good" rides too. There's obviously a solid selection of flats too, which I didn't really go on, and an included water park, which isn't my thing. So it's super well rounded too. I hope they continue going for the more 'themed area' approach, even if only lightly, as Chocolate Town and Jolly Rancher Land are wonderful, cohesive pieces. I'd also love to see them get another indoor ride - there's definitely scope and potential for something really cool.
    Wait no, I'm in Hersheypark.
    There's definitely scope and potential for something really sweet. 

    Coming soon: Knoebels, filled with nice food...and not-so-nice spites...
  9. JoshC.
    Regularly with new projects in the UK, and even some internationally, are compared to Nemesis; Alton Towers' map-defining roller coaster. It's natural really when you consider that Nemesis is pretty much in every enthusiasts' top 10 coasters / rides, and usually near the top as well, and that it's been ranked even as a top 10 roller coaster in the world at one point/ So, with new projects, there's always talk of 'Will it be better than Nemesis?', 'Will it do a Nemesis?' and so forth. But what exactly is 'doing a Nemesis', and we will ever see 'The Next Nemesis'?
    Now, for one reason or another, SW7 has avoided the 'Next Nemesis' hype. Maybe because of it being a Gerstlauer, some are being 'snobbish' towards it, in that they feel a Gerstlauer could never be as good as the mighty B&M that is Nemesis. Maybe it's because people have been more focused on the elements, specifically any world first / world beating elements it may or may not contain. Maybe it's because people are more concerned if the ride will open on time before they start thinking what it'll be like. Or whatever. I'll talk about this a bit a later.
    So, to try and explain a bit better what on earth I'm on about, let's look at Swarm. Big, shiny new B&M hits the UK for the first time in nine years. We get the slightly unoriginal end-of-the-world, alien theme. Already, when we compare Swarm to Nemesis, their stories are of a similar style. Unknown alien, fear for our lives, we must ride it; to but it simplistically. Both are well styled to show this. Nemesis has its pit, and whilst this isn't particularly theming, it is well landscaped and well styled. Couple it along with the theming, and we have a brilliant style and tone created. The same with Swarm - the amount of theming makes you feel like you are in a disaster area, a crash scene, and that you're under attack.
    During construction, and possibly even after the ride opened, I am pretty certain that members on this forum have said that The Swarm is 'Thorpe's Nemesis'. However, very few have gone as far to say they prefer Swarm to Nemesis (me being one of those few), and next no one, after Swarm opened, has said that it is the 'Next Nemesis'.
    Now seems like a good time to say what exactly 'doing a Nemesis' is:
    - The first thing which 'the Nemesis' is is unexpected. With most major rides, they scream themselves at you saying 'LOOK AT ME I'M SCARY!!'. Nemesis does not do this. It hides away in its pit, and it's not until you are right up close that you appreciate what exactly goes on during the ride. Even then, you have to do some exploration, usually in the queue line, just to get the full picture. Something which I think Nemesis does perfectly is be unassuming. So, for a ride to 'do a Nemesis', it must be unassuming in some way. Now, what that way is something up for question. As said, Nemesis is unassuming due to how well it is hidden and the way in which it conceals itself from the public. It's been clear with some other rides that they've tried to be unassuming as well to some way as well. Saw's layout is done in such a way that it's hidden from the plaza, and it's only when you're in the queue line that you realise what the outside section consists of. Then it's got the inside section as well. Th13teen is done in a similar respect, except the outdoor section is MUCH more concealed, and then of course there's the secret indoor section. We again can assume that SW7 has a concealed indoor section, which will in some way be unassuming. So there are indeed many ways in which UK coasters have tried to copy from Nemesis, in that it is unassuming, but they have all failed to one degree or another.
    Coasters with indoor sections, though unassuming to a degree, more have the thought of trying to shock / surprise you. Th13teen was designed in a way to 'shock' riders; so that anyone expecting a coaster where you leave a station, go round a track and return would be in for a surprise. Saw's indoor section was designed to frighten you, but really, with a coaster that is themed to a horror film, you don't expect any less than to be frightened, so it isn't exactly unassuming when you put it like that, is it? Without knowing the full details of SW7's indoor section (if there is one, we don't have a clue what will happen etc.), there's no way to comment. With Saw's outdoor section, it is a little unassuming, yes, but once you're in the queue, you almost begin to know the gist of what happens so much that it loses in unassuming appeal. Whilst the same could possibly be said about Nemesis, I think Saw is affected by this more. Most other UK coasters are a 'what you see is what you get job' in a way, so even if they have little surprises (Colossus' final inline for example), they're not 'unassuming'.
    Of course, being unassuming isn't the only thing which makes Nemesis. Another thing that Nemesis has is a brilliant layout which is paced in such a way that it never gives up. Now then, really layout and pacing is a personal taste. What one person may find as a boring layout or a poorly paced ride, another may think as inspiring. Then, of course, some may prefer certain layouts, certain ride pacing and so forth. However, Nemesis is something that everyone seems to be able to 'agree on'. The ride doesn't lose pace at all; if anything, it just picks the pace up. The layout isn't repetitive, is interest and all the elements gel well together. There really is nothing that goes wrong with it. Even if what Nemesis does isn't your view of a 'great coaster', you still enjoy it. This is something which is very difficult to achieve. So difficult, in fact, that I'd argue no other coaster in the UK has done this. Some people find that coasters are poorly paced in such a way that some of their elements are boring, lacklustre or uncomfortable. There is no coaster that springs to mind where, in the case of enthusiasts I must point out, the general consensus is that there's nothing 'wrong' with the layout, or how the layout is experienced.
    I could carry on with other brilliant features of Nemesis, but I won't. Rather, I'll begin to bring this to a close as to why I think we'll never see the 'Next Nemesis'. Nemesis is something that is truly special. Not many rides have a HUGE pit dug out for them specially and are constructed in the same way that Nemesis was. You can quite easily say that Nemesis in pretty unique. In this way, it pretty much helps it to be unassuming in its appearance. The fact that this is the case, and that it provides an excellent appearance really helps. After all, if you expect excellence and get excellence, you're happy - if you don't know what to expect, and get excellence, you're blown away. A universally accepted 'great layout' is something which is very difficult to achieve as well.
    I'm rather abruptly bringing this to an end now if I'm being honest. This has been a lot more difficult than I thought - really and truly, I don't think there is a way of describing the excellence of what Nemesis is. It just is, and this is the beauty of it. You cannot explain it, which means it will be near-on impossible to recreate it. This is such a shame when you consider Nemesis Inferno, as the 'Next Nemesis' hype must have been so heavily pressed on it, which in hindsight is unfair pressure. So, I don't think that any other ride in the UK, perhaps even the world, will be able to 'do a Nemesis'. For a ride to even be compared to Nemesis positively, or to be labelled as 'That park's Nemesis' should be seen as an achievement in itself. To be near Nemesis is a prize almost, seeinghow nothing can be the 'Next Nemesis'. So, no other rides can ever be a Nemesis or the Next Nemesis - there is only the Nemesis.
  10. JoshC.
    As we'd expect, 30 years ago, Thorpe Park was a very different place. In fact, it wasn't really until 1983 that the park saw investment in 'theme park rides'; until then, the park was a more educational/leisure area. One attraction which opened in 1983 saw Phantom Fantasia - the first incarnation of what many knew as Wicked Witches Haunt. The ride was rethemed into WWH in 1994, before its untimely closure in 2000 due to the infamous Thorpe Park Fire.
    Whilst I never got a chance to ride the original Phantom Fantasia (would be a bit difficult considering I hadn't been born then ), I've heard / read a couple of accounts of the ride, and it seemed to be a very British attraction - it had that eerie / scary tone, yet had humour to it as well. It was a ride which sounded fun for everyone, and was just spot on. When we remember that at this time, Thorpe was a small business, and the idea of a theme park wasn't really around in Britain (something which Wardley discussed about so well in his autobiography I thought), it's - in a way - an astounding achievement.
    Here's a few photos of the original Phantom Fantasia, from either 1983 or 1984 (put in spoilers to save on space and such):
    Unfortunately, I can't really offer much explanation into the scenes and such. However, Neilfever added a brilliant video of the ride onto his Youtube account a few years ago...

    One final Phantom Fantasia photo to leave you with is this one...

    Anyone recognise him?

    You walk past him as you exit Nemesis Inferno! I think after the fire, he appeared in MHFS, and now keeps guard of the now abandoned area...
    Wicked Witches Haunt
    I did get a chance to go on WWH, however. Several times. My memory of it is rather hazy, seeinghow the last time I went on it I was barely 6, but there are some scenes that I remember. I think that in itself speaks volumes of this attraction - for me to remember it 13 years after my mind shows that it was an attraction that stayed with you. It might not have been the best dark ride, but that doesn't mean it didn't affect you.
    My personal memories of the ride was that it was one of the attractions you 'love to hate'. Not in Storm Surge way, but in a way that it always left me scared or spooked out, I'd have to close my eyes really tightly or cover my eyes and I'd sometimes let out a scream. As a child, it was ride that scared me, but that's why you like it. The best way I can word it is that it's the child-equivalent of a scare maze, or watching a horror film.
    The witches didn't scare me really. I guess at that age, you're introduced to stories that split opinions on witches - some seem horrible, but are actually nice and vice versa. The thing was though, it did give me a 'feeling'; something bad could well happen here. The scenes that never failed to scare me were the ones with spiders - there were big, fair, ugly hairy spiders. They jumped out at you and stuff. I was petrified. I think the finale, or a scene very close to it, involved the carriage turning to face a wall, and then the biggest spider there was jumping out at you. Scary stuff. For the family audience the park had at the time, it must have been a huge hit.
    So, that's really all I have to share. Whilst the ride was not 'iconic', it certainly played its part in Thorpe's history, and is probably something that will be mentioned for years to come. I do doubt that the ride would have stayed at the park much longer anyway, due to the shift in target market, the age of the attraction and such, it is a true shame it burnt down. But c'est la vie.
    A couple of links which show of PF/WWH really nicely -
    http://www.memoriesofthorpepark.co.uk/phantomfantasia.html
    http://www.baffles.me.uk/features/tpg/features/wwh/index.html
    Would be great to hear others' memories of the ride too!
  11. JoshC.
    [Apologises for the length delay between reports - I've had an interview to prepare for recently, as well as a few other bits come up!]
    After a surprisingly nice sleep in the hostel of meh-service, and a slight accident where Adam reserved into a lamp post (don't worry, no damage done to us or the car!), we set off to Phantasialand! Collectively, it was probably the park we were looking forward to most. We arrived at the park for their 9am, and headed into the park.
    Our first port of call was Maus au Chocolat, which opened at half 9. We joined the short queue of people outside and were able to get on the ride pretty much straight away. It almost felt like a shame to have my first go on the ride be a pretty much walk-on, as it meant I didn't take in the awesome queue line as much. Enthusiast problems ey? As for the ride itself, I adored it. I loved the theme, I loved the shooting system, I loved the soundtrack, I liked the mixture of screens and real theming on ride. It can see why people think it is bit too long / repetitive, but I didn't find it like that myself to be honest. For me, this was basically the perfect indoor attraction.

    We moved onto the first coaster of the day - Colorado Adventure. A ride which I'd heard decent things about, but I was a bit unsure about, possibly down to my underwhelmed thoughts Calamity Mine at Walibi the day before. Once again though, my preconceptions about the ride were wrong and, like many others, I do enjoy the ride. The lift hills are very slow though and really do kill the pacing of the ride, and that feeling isn't helped by the adjacent Chiapas and it's epic speedy hill. Still, a great family ride, and does live up to hype.
    With it being a hot day, and with the 11 hour opening time suggesting it was going to be a busy day, we decided to stick to Mexico and ride Chiapas, which only had a 20 minute odd wait. I remember watching a POV of the ride when it first opened, and not really understanding what all the excitement was about, but I had heard brilliant reviews of ride, so went into it with mixed expectations. Fortunately, all I can really say about the ride is WOW. This must surely be the perfect water ride? Very good length, nice theming, a fantastic soundtrack, awesome backwards section, amazing final drop, and gets you a nice level of wet. Just sheer perfection.


    Next up was the famous Talocan, the top spin well-known for its epic effects. Simply put, after experiencing Rameses Revenge and Ripsaw a few times, I just felt like top spins were rides I didn't really rate, and were just spectator rides. But I went into this with an open mind. However, my thoughts aren't changed - whilst we were sat on the good side, and had a set of brilliant effects running during the ride, the actual ride itself is still a bit uncomfortable and just a bit meh all-in-all. Great spectator ride, average riding ride.


    We left Mexico and headed over to the Fantasy area of the park, which held 3 of the park's coasters. Before tackling them, we did a couple of the lesser rides in the area, starting off with Race for Atlantis. It was an awful simulator ride, with an awful pre-show (which I still can't work out if it was terrible on purpose), a juddery experience and a pretty meh film. We then headed over to Hollywood Tour, an indoor boat ride - unsurprisingly - themed around Hollywood films. It was a nice little experience in honesty, and I did enjoy it, but it certainly looked very old and tired, and in desperate need of some attention. It's hard to believe that a dark ride in this state is in the same park as Maus to be honest!

    Temple of the Nighthawk, an indoor coaster followed. It was a walk-on, bar a couple of minutes wait following someone throwing up (hot weather + hot indoor building + roller coaster obviously wasn't a good idea for someone). Jack and I got front row. The coaster does two things in extreme - darkness and length. The ride is very dark, bar a few lights here and there, and way too long - three lift hills, with sections that feel like they do nothing. It's a very much a burden to ride it really, and it just feels boring. Another ride which needs a lot doing to it.

    Random station theming is random.
    Safe to say that the Fantasy area hadn't lived up to the bar set by the attractions earlier in the day. Felt like I was more in a Nightmare Land to be honest. The next attractions had a lot riding on them, as it was beginning to feel like a waste coming to this part of the park. Fortunately, the next attractions were Winjas, the set of two spinning coasters. I knew a bit more about these coasters than I would have liked to as a first-time rider (I read up on them a few years back in my days of "Well this is a park I'll probably never get to"), but fortunately that didn't ruin the coasters as a whole. We did Force first, then did Fear straight afterwards. To avoid spoilers for anyone - I found Force had the better second half, whilst Fear had the better first half. I feel as if the second half of the coasters could have been better themed and had some more off-ride effects, but I do see why they've decided to keep those sections very dark. But all in all, two excellent coasters!



    Peaj was initially sceptical...

    Was difficult getting any decent shots of anything indoors with my camera... ¬¬
    We decided to polish off a couple of the smaller attractions in the area, including Baumberger Irrgarten, a nice little maze, and Wakobato - a splash battle type-ride which doesn't interact with any other boats, and has no (working?) effects. It was a pretty bad ride, even if it had some nice bits of theming.

    The maze had bridges.

    Unfortunately, Phantasialand didn't get the memo that "If I wanted to look at trees, I'd go to a garden centre".
    With lunchtime approaching, we decided to grab a bite to eat, and were able to catch the majority of the show that happens in the China Town area. Was a nice little thing to watch whilst munching on a bratwurst and chips. We took things easy for the next couple of attractions, doing Wellenflug, the chairswing with awesome water fountains, and Das verruckte Hotel Tartiff - an epic fun house. We had no clue what sort of attraction Hotel Tartiff was, so after experiencing the fab pre-show, I think all our faces lit up when we realised what it was!

    With lunch settled down, the next stop was truly obvious to us - Black Mamba. I'd heard great things about Mamba, and with the similarities to Nemesis, I was very excited. With a very short queue and plenty of time left in the day, we opted to do front row for our first ride, knowing we'd have time for back row later on. I absolutely adore to the station; so nicely themed! The ride itself is good too and another coaster I really enjoyed. I feel as if the ride does too much too soon, leaving the end of the ride to feel a bit lacklustre. It's not a terrible thing of course, as the ride is still nicely paced and does a lot with what it's got, but I just think something else is needed at the end really. I did like the idea of how you enter the station building and are in darkness before returning to the station; it just seemed to work.


    Station! (Unfortunately, having flash on has taken away the really awesome atmospheric lighting).
    With only two major rides left, we headed over to the Mystery area for two rides I'd heard some good reviews about. First up was Mystery Castle, which was walk-on. The queue was fabulously themed and so so atmospheric. The loading for the ride was great, and I really liked how the control booth was in the middle of all the towers; it was another little thing which really worked, and makes the experience so much better. However, the ride experience was a bit underwhelming. Too short, no standout special effects. It even felt quite small; like it wasn't using the full height of the ride? It does seem we caught it on a day with short cycles, which is a real shame. One thing I did like about the ride itself was how at one point I genuinely couldn't tell if we were going up or down - we were quite obviously moving, but my sense of direction had be distorted enough for me to have no clue what was happening! Just a shame there couldn't have been more of that really.
    We then moved next door to River Quest, the park's 'rapids' which had a 20 minute queue. Not really seeing any of the ride before, and fortunately avoiding POVs online, I was really intrigued by this. But, at the end of it, I was a bit disappointed. The ride itself lacks any real theme or theming, it isn't very rapids-y (a by-product of the space issue with the ride I guess) and left me absolutely drenched, especially from the waist down. Yes, I know it's a water ride and you're meant to get wet, but I just don't like get absolutely drenched! As I say, a bit of a disappointment really.


    We still had quite a few hours left on park, so we went into China Town to do the attractions there. Their madhouse, Feng Ju Palace was very average, possibly the worst I've done given how bad the pre-show was. Then again, since this was the third day in a row of doing new madhouses, I think I was beginning to tire of them a bit! Their omnimover, Geister Rikscha, was also very average really, which was a bit of shame.
    With everything of note now done, we essentially had the rest of day (I think 3-4 hours?) to do rerides and the some of the park's shows. We saw Pirates 4D which was a great blast from the past, as well as the on-park ice skating show, which was good fun. We re-rode all of the major attractions I think (though I gave a miss on River Quest, but in the end, the guys came off practically bone-dry; typical!). Back row on Mamba was a particular highlight! The day ended with us being the last group of Maus au Chocolat, with the queue line being shut as soon as we joined and the staff in the station area not actually knowing we were coming. The fact we rode it 3 times during the day and I didn't tire of it says to me that this will probably be one of my favourite rides for a long time to come!
    With the longest on-park day over with, we had a nice hour long drive to Dusseldorf, where our next hotel lay in wait. It was a decent enough hotel; easy enough for me to crash out and sleep whilst the rest of the group discovered what highlights Dusseldorf had to offer (which, if I remember correctly, wasn't much!).
    Final Phantasialand Thoughts: All in all, I really enjoyed Phantasialand. It is obviously a top quality park with some truly fantastic attractions. The trouble I have is that there are quite a few attractions on park which are either very meh or are crying out for something to be done to them (or even just scrapped altogether). Whenever I think about the park, the first things which come to mind are the likes of Maus, Chiapas, Winjas and Mamba, but then the likes of Temple, the Mystery and China Town attractions and the poor filler rides in the Fantasy area just leave me with a bit of a disappointing after-thought. That being said, I still really did love the park, and genuinely can't wait to go back to it!
  12. JoshC.
    Parks in the UK have been subject to much scrutiny over the past couple of years.  In fairness, a lot of the scrutiny and negativity that the parks receive is justified; there are things which do happen which shouldn't happen.  And when we compare to our European cousins or American brothers, it does seem like UK parks aren't up to scratch.  But at the same time, there is an awful lot of nitpicking that goes on at times.  
     
    However, despite this overwhelming negativity, a large majority of us continue to visit our home parks multiple times year-in-year-out.  Why that is will no doubt vary for every person.  But one thing is almost certain - if we're visiting so often, they've got to be doing something right, surely?  
     
    So if you end up making multiple visits to a park this year, maybe even finding yourself in a rut, set yourself a little challenge:  Try and notice some new-to-you positive each time you visit.  I'm not saying this positive has to be a new thing the park have done, like painting or fixing something (though it can be!), but just a new thing you've personally noticed.  Maybe you hear a piece of audio you never noticed before, see a subtle piece of theming tucked away, try something new to eat, some new foliage that's been planted.  It could be the tiniest of things.  But just try and notice something.  
     
    Then maybe, just maybe, you might find yourself enjoying the parks a bit more.  You might realise that everything isn't as bad as you originally thought.  You might remember what it was like to visit for the first time, and just how awesome some things are.  And then you won't be blindly visiting the same park over and over again, but actually visiting because you want to go, want to explore and want to immerse yourself.  And that might give the extra incentive to visit a new park, go exploring, go on an adventure, to truly recapture that buzz.   
     
    Of course, don't overlook the negatives.  Don't be afraid to think 'This is naff' or 'Why have that changed this?' as well.  Not everything is going to be perfect.  Just don't forget to look out for the positives too, and if you really can't find any, then maybe you've finished exploring that park, and you truly have to wonder why you're visiting at all.  
  13. JoshC.
    Back when I was about 8 or 9, I visited Gulliver's World (Warrington). The trip was unplanned really, and only lasted a couple of hours (well, from 10 til after lunch). However, the one thing that has always made me remember this trip is The Antelope - one of only 2 wooden coasters to be built in the UK in the past 50 years.
    At the time of riding, I'd never heard of Antelope before (heck, I'd only heard of Gulliver's Warrington a couple of days before my visit!), nor had I heard any reviews of it. I literally knew nothing about it, other than it was made from wood and "looked fun". I was given the front row, which excited me. After coming off, I must have had a huge smile on my face, as I really enjoyed it, and still remember it fondly to this day. Hey, it's even featured in my top 10 roller coasters in the past (though, bare in mind my roller coaster count stands at 22, all of them from the 4 UK Merlin Parks and Gulliver's...).
    Now then, recently I searched the coaster up on Youtube, to find a POV of it. Seemingly I've been in luck, with Coasterforce very recently adding a front row POV:


    (Credit to CF, of course)
    If you watch that, and have never been on it before / haven't been on it for a few years, you'll probably have the same reaction as me - "what on earth is that!?". Even if you appreciate the fact that POVs don't show rides at their best, and that this is a family ride, the ride still looks rather poor. It's poorly paced, has an uninspiring layout and in general seems a bit weak. As the video description says, there was meant to be a water splash effect at the end, but the ride would not have completed the course, which to me suggests the ride as a whole was somewhat poorly designed as well.
    So, why did I enjoy this ride so much? More importantly, why did I continue to rate this ride so highly for so many years?
    Firstly, I guess you could say the circumstances were one reason for enjoying this. I was young, and went to a theme park unexpectedly. Being a fan of theme parks even then, it was a huge excitement for me. Not knowing anything about the ride, and being quite small, it looked so big, so intimidating and so exciting. Needless to say, I was going to enjoy everything I went on, regardless of the quality.
    Furthermore, it was my first wooden roller coaster. I personally think that a person's first wooden coaster will always hold something 'special', as they are so different to steel coasters, and have a completely different experience. Had this layout been exactly the same but made from steel, I probably would have been, like most, unimpressed or, at best, disappointed. Also, as this to date remains the only woodie I've been on, I really have no comparisons to make between this and other wooden coasters. Perhaps this is the worst example of a woodie ever, but because it was a different experience which I'd say no steel coaster I've been on can replicate for me, I have a fond rating of it. This could quite possibly be why I've rated it highly for so long.
    Finally, despite the uninspiring layout, from when you first look at it, I remember there being a small drop which you couldn't see from off ride; needless to say, it took me by surprise. Much like many coasters that use surprise drops you can't see, Antelope did have one of these. I remember talking about *that* moment after the ride, and it being the highlight of the ride. Now, I can't actually remember where exactly this was on the course, which is a shame, but at the same time, interesting.
    Another thing I'd like to bring up now (and probably will mention in other entries / dedicate an entry to) is perhaps how this is an example of 'enthusiast snobbery'. Though I haven't ridden many coasters, or been to many parks, I would still consider myself as a theme park enthusiast to some respect. What that means exactly will be different to people, but to me personally, I see it as having an interest not only in riding rides and attractions, but an interest in the operations and running of them, the development of projects, manufacturing and designing rides and the quality of rides. This last point raises the issue which I perhaps worry about - rides are very subjective things; people enjoy different things and hence one person's good ride may be another's terrible ride (something which to a degree was highlighted in my previous entry about Saw), yet as an enthusiast, judging 'how good' a ride is is the norm it seems.
    As I said earlier, the Coasterforce video shows a "ride...(which) looks rather poor. It's poorly paced, has an uninspiring layout and in general seems a bit weak.". These are the words of an enthusiast. However, from the eyes of the non-enthusiast child of me, it put "a huge smile on my face". Whilst I cannot pass any further judgement on the ride until I ride it again (if I ever get the chance, that is), it strikes me that as I've become more of an enthusiast, I've perhaps lost the very thing that made me an enthusiast in the first place - the innocent enjoyment of a ride. If this is the case, can I really say that all the views about The Antelope are in any way valid, or even worthwhile?
    I won't leave you with a rating of the ride, due to reasons outlined above, but instead just that thought...
  14. JoshC.
    In the past two decades or so, roller coaster manufacturing has seen many technological advances. Back in the 1980s, the idea of having a roller coaster where the trains were underneath the track or having a launched roller coaster was about as technologically superior as the industry has reached. The first 'suspended' coaster, 'The Bat' at Kings Island in America, opening in 1981, only to close two years later due to being highly temperamental, whilst the first launched coaster, 'King Kobra' at Kings Dominion opened in 1977, though the model was inefficient and nowhere near the type of launches commonly used in today's roller coasters (although clones of King Kobra do still operate today!).
    However, in the past two decades, we have seen many technological advances. 21 years ago saw the introduction of the first 'inverted' roller coaster (not to be confused with a suspended coaster), which was the first roller coaster to have trains underneath the track, yet act like one where the trains were above the track. In 1998, the world's first vertical drop roller coaster opening, with Oblivion at Alton Towers. Though this may not sound impressive, it is indeed a technological advancement in the way the train's wheels are designed, so that the trains are able to stay on the track. We have also seen the introduction of many other styles of roller coasters, such as flying roller coasters, winged roller coasters, beyond-vertical drop roller coasters and so much more.
    So, what is this 'vanilla roller coaster' I speak of in the title? It's not a technical term when designing a roller coaster, not is it something said to market one; it is probably a term I've made up.. Well, it's a plain and simple roller coaster - the train sits above the track, you sit down in the train, get strapped in, and away you go. There's no bits of 'trick track' (whereby the track itself moves to create an additional effect, such as track dropping vertically like a drop tower). There's no gimmicky elements to the track, such as ridiculously steep drops (vertical and beyond). There's no launches or anything like that. So basically, the plainest of the plain roller coasters (much like the flavour vanilla).

    Silver Star is an example of what I would call a 'Vanilla Coaster'. (Photo taken from CoasterForce).

    Saw - The Ride is not what I would call a Vanilla Coaster, due to the gimmicky 100 degrees 'beyond-vertical' drop it features.
    Hopefully that gives a clear enough definition of what I define to be a Vanilla Coaster. Of course, many may disagree that vanilla coasters are something which should be defined, or that what I class as vanilla coasters is incorrect, but more on this later.
    But, are vanilla coasters now dying in the current coaster market? There's a plethora of ride types available, all of which are capable of doing something vanilla coasters cannot, so they will add an extra dimension to any park's line up - give something for parks to scream and shout about. The addition of a gimmick or something different brings in crowds, so, what's not to like?
    Now seems like a nice time for a little analogy - what would you prefer: a rich, creamy Madagascar Vanilla ice cream full of proper vanilla flavour, or some Tesco Everyday Value chocolate ice cream? Coming from someone who prefers chocolate ice cream to vanilla ice cream, I'd still go for the former of the two options. And the same goes for roller coasters - I'd much rather be riding a excellent roller coaster which does nothing but go round a track with no gimmicks, than ride an okay coaster that has some gimmick(s) to it.
    So then, are vanilla coasters actually a dying concept? Well, in my opinion, yes, they are. Let's that UK theme parks for an example. Since 2003, the only vanilla coaster I can vaguely think of being introduced in the UK is 'Kiddi Koaster' at Adventure Island in 2011. So, out of at least fifteen new coasters added in the UK in the past 10 years (there's no doubt more, but this is just a quick search from major theme parks), one of them has been my so-called vanilla coaster. So, in my opinion, it's safe to say that vanilla coasters are dying in the UK, and no doubt worldwide. Why exactly they are dying is likely down to what I explained earlier - that other coasters can offer things vanilla coasters cannot. If a park gets something different, something unique, and it is in itself a good ride, then of course such a coaster is going to be seen as a better option than a vanilla coaster. To go back to the earlier analogy - given the choice of a rich, creamy Madagascar Vanilla ice cream or a 500ml tub of Ben & Jerry's, you're pretty much in a win-win situation, and it comes down to personal taste. The same applies here; given the choice of a great vanilla coaster or a great non-vanilla coaster, the choice just comes down to what is preferred - and that almost always is the non-vanilla option, because of the large variety of choice.
    So, on that note, we can see that if the concept of the vanilla coaster is dying, it's not a bad thing. But maybe, it's not dying, and the concept of a vanilla coaster is fluid - perhaps what defines 'vanilla' changes as coaster manufacturing improves. For example, launches are a very common feature these days on rides, and are incorporated a lot more naturally than they used to be. It is far from unusual to see launches used on coasters with lift hills, and the launch is not as much as a gimmick 'one hit feature' of a ride (unlike with, say, Stealth, where the launch pretty much is the ride). So maybe vanilla coasters have naturally developed to include launches, thus greatly expanding what defines one. Maybe the gimmick of vertical or beyond vertical drops is not really that much of a gimmick, and just an extra feature available due to advancements in technology. Really and truly, is it just picky of me to call Gerstlauer Eurofighters such as Saw a non-vanilla coaster? Probably. So, again, that expands the rides defined by a vanilla coaster. With inclusions such as these, the concept of a vanilla coaster is most certainly not dying. Even rides inverted coasters are pretty common these days, though to call it a type of vanilla coaster in my eyes would be rather extreme in my opinion, it is perhaps a 'chocolate coaster', in that it is common, but not the most basic.
    One final point to finish - maybe all of this just doesn't matter. So what if a certain type of roller coaster design is becoming less commonly built? There's still plenty of good coasters types out there, and plenty of good coasters to be ridden. Some types of roller coasters have bitten the dust in the past, such as 'pipeline coasters', and some types never really caught on, such as backwards in the dark. Other types never rethinking / extra work done to them before they catch, as can sort of be seen with 'Winged roller coasters'. Maybe the concept of a vanilla coaster dying is in no way a bad thing; it just shows a natural development in the roller coaster industry, and for all we know, they could come back into fashion before we know it..
    So, that's it really. I had no idea where this would be going, so no idea if the trail of thought of this seems logical in any way. To be honest, even though this is finished, and this was a 'topic' I've thought about for a long time, I don't even have an idea of what I've concluded. I've argued it is possible that vanilla coasters are dying, but in the Golden Ticket 2012 Awards (one of the more reliable roller coaster rankings I've seen), the Top 10 steel roller coasters all fit my original definition of a vanilla coaster. So, maybe, even those aren't dying? But who knows? I guess what I finish off with saying is that the roller coaster industry is developing in so many ways that sometimes it is forgotten that all is need when it comes to the actual roller coaster is trains on a well-designed, fun track layout.
  15. JoshC.
    Since the turn of the century, we've seen Thorpe accelerate from a quaint family theme park into a park which offers one of the largest array of 'thrill rides' in Europe. During this period, there has been quiet on obvious shift in target market - from families looking for a nice day out to young adults (which arguably is the 16-34 region in this case) looking to do something for a day. Many question the viability of this strategy, mainly from an economic perspective. However, are Thorpe right to focus on the young adults solely and try and turn away families, or should they open their arms a bit wider and accomodate for families as well?
    I think the first point to raise here is that, no matter what anyone's personal opinion on Thorpe's focus on young adults, the strategy has worked. Despite a poor season in 2012, for reason which may or may nor relate to this, Thorpe have had years of booming success, and have been able to invest heavily in their maor attractions. So clearly they have had some success with this strategy. However, just because there has been success, it doesn't mean it cannot be improved, not does it mean that it is foolproof.
    Thorpe Park seem to be focusing on becoming a thrill park / an 'experience' park. The majority of their additions since 2000 make that obvious. This is something which should most definitely be encouraged and should continue; there is not really any park in the UK (can't think of any in Europe either off the top of my head) which has a primary focus on thrill rides. This does not mean that the park shouldn't add non-thrilling rides as well, but that's a different topic really.
    With this is mind, it must now be asked - who likes thrill rides? Now, for some reason, it is straight away seen to be the young adults. Probably because we're young in life, up for trying things and so forth, and it does seem to be a general case that many of those who like thrill rides fit into that particular age bracket. However, it's not an exclusive thing. When most kids are 10, they hit the 1.4m barrier, and when they're 12, they're 'old enough' for Thorpe's mazes. These kids will want to try the thrill rides, and whilst thrill ride after thrill ride may be a bit much, the more 'up for it' / slightly older kids will see Thorpe as somewhere right down their street. So, maybe focusing on those over 16 is a bit high, though with the quickness that kids grow up these days, what is targetted at a 16 year old may well interest those who are 12-13. Then there's also adults. When you 'get on in life', it doesn't mean you dislike these thrill rides. In the 'mid-life crisis' years, you're up for trying new things, showing to everyone you're not as old as your age says you are and so forth, and going on thrill rides is a great way of showing this. So again, there will be interest from those above the age of 34, though maybe the young adult target market / marketing strategies will deter people a bit.
    So, with this knowledge, should Thorpe Park welcome families? Well, yes and no; it depends on what you define as a family. If by family, you mean everyone - from the toddler up to the grandparents, then no, Thorpe should try their best to deter that sort of family from visiting. Whilst there will be a select few rides the young children and the older generations can ride, there won't be enough for them to have a worthwhile, enjoyable day. Now then, there's nothing wrong with that, as it's just Thorpe's direction. Just like Chessington should discourage people who just want thrill after thrill from visiting. There's nothing particularly wrong in that. (Just to point out, I'm not say that all the kids' rides should therefore be removed, as no matter what. children will still visit, and there should be something for them to do. However, Thorpe just aren't focusing on them, so, when possible, such people shouldn't visit. There are also cases when the elderly still like thrill rides; nothing wrong in that as well.).
    However, a family full of people from the age of 8-55 is a completely different story. There will be enough for them to do to enjoy their day, as they will like thrill rides. If Thorpe introduce a family-friendly major coaster and a couple more 1.2m rides, it would be perfect for this age range family (as it stands, those in that age range who are under 1.4m / not wanting to do many thrill rides may find their day drag on after a while..). This opens up a wider range of possibilities for the park, and creates more chances for more profit, which is what a business wants at the end of the day.
    Imagine this. A park which has a range of thrill rides, some of which are highly rated amongst coasters and rides in Europe, and maybe even the world, which welcomes families which are up for a good day out. You can still target the young adults wanting a day out with friends, and can still work in club nights and after-hours events for them to enjoy and draw them in. But then you can also target families who want to enjoy themselves; the things like the stunt shows Thorpe hold are examples of events which such families would enjoy too. I can just see it working so well for the park.
    So, all in all, I think Thorpe should begin to welcome families. Use either 2013 or 2014 (or both?!) as a test - see how families respond to it. If X:NWO gets a reduced height restriction, it can be used as a way of testing the water and drawing such families in who might have been jubious in the past. Introduce a major 1.2m coaster (a woodie or air time filled machine) and market it as just an all out fun ride. Expand the target audience to be much wider, and boom, more guests and more profit for Thorpe, and the chances for better experiences for all.
    Win-win surely?
  16. JoshC.
    Back in 1995, Thorpe Park was an extremely different place. Rather than being an island screaming out to the world about its thrills and spills, it was a quaint little family theme park, that kept itself to itself. Instead of the skyline being dominated by the likes of Stealth and Swarm, a large diving pole was the centre point, with Loggers Leap and Depth Charge being the highest rides on park at 60ft and 40ft respectively (and yet wouldn't really obstruct the skyline from outside the park too much).
    A year later, that dramatically changed. The park's first non-powered coaster landed, and concealed itself in a large, 50ft-odd (anyone know the exact height of it? ) blue and terracotta pyramid. 1996 was the year X:No Way Out arrived on park. It was the last investment made by the park's first owners, RMC, and no doubt their biggest, though an exact figure seems to be unknown. The ride was the first backwards in the dark roller coaster to ever be built, and I think to this day, remains the only one which completes its circuit going wholly backwards in the dark.
    I think many enthusiasts forget to consider X in the perspective of when it was built. As I've tried to get across, Thorpe didn't have much in the way of 'big rides', they weren't that sort of park at the time. X changed that and, to me, signalled the beginning of the change from this little park to the thrill park we have today (with the consecutive investments of Colossus and Nemesis Inferno truly showing that Thorpe wasn't just going to be 'a theme park', it was to be a 'thrill park'). It dominated the park's skyline, and was something completely different and unique.
    I've made no secret that, recently, I really like X. I don't quite know what it is about it, but it has a certain charm to it that really appeals to me. But before I explain why I like it so much, let's rewind a bit - all the way back to 2004. My first visit of the 2004 season saw my first visit to a theme park when I was over 1.4m tall. Having visited the park all of my life and seen 'big rides' such as Colossus and Nemesis Inferno installed, I was really looking forward to finally be able to go on such rides. However, for some reason, X ended up being my first 1.4m ride; really not sure why, but hey-ho.
    As strange as it sounds, just before going in the building, I was scared. So scared, in fact, that I was nearly took into the pyramid kicking and screaming... When I look back, I don't quite understand why. I'd been into the pyramid before and all around the queue the year before (and the waited in the control cabin whilst family went on the ride). I knew the ride went backwards in the dark, and I knew it wasn't 'too scary'. Yet, going into the pyramid knowing I'd be riding the ride scared me.

    The X:No Way Out entrance before Storm Surge ruined it. Photo taken from Wikipedia.
    Anyways, moving on. I plucked up the courage to go on and...I was disappointed. The ride bored me, to the extent that I started just having 'general chit chat' whilst on the ride. The ride was random, seemed pretty poor and just lacked any substance. Then when the nine year old me later compared it to the likes of Colossus and Inferno, what else could I think? After then until the end of the 2006 season, I think I rode it about 2-3 times. The worst testament a ride can get to a regular visitor is that such visitors don't ride it, even when they're going on other rides time and time again.
    Then came 2007. 2007 was around about the time I started discovering enthusiast sites and forums, and started reading them with interest. I guess you could say that was the time when I realised my love for theme parks (or, at that time, Tussauds' Parks) was actually an enthusiasm; a hobby. 2007 was also when X apparently got it's '£600k refurb' thing. So, that drew me in to give X another go. And I did. Yet, to me, little had changed. It was the same old boring ride which was stuck in the past. It still didn't blow me away.
    Now we fast forward to 2009. I don't quite know what it was, but this was a turning point for me and my opinion on X. It had finally dawned on me that X served a purpose different to any other ride at Thorpe. It was meant to be random, it wasn't meant to make sense or to be taken as a serious thrill ride in the park (at least, not now - maybe when it opened, it would have been different). And it was that realisation that changed my whole view on X from a ride which seemed to be taking up valuable space to a ride which was high on my 'to do list' for almost every visit.
    The experimentations with the ride since then, such as turning the lights on in 2010, the 'techno' music, flashing lights and so forth have been of much entertainment to me as well. In a way, it's said to me that X is not only a random ride and one that shouldn't be taken as a serious ride, but it's a ride which shouldn't be taken seriously at all. When you see it in such a light-hearted way, it does what it's meant to do perfectly.

    The X entrance and opening plaza is now ruined by Storm Surge. As a side note, I like how the entrance is still so unassuming about what is contained in the pyramid. (Apologises about the poor quality!)
    That's enough about the whole history of my opinion on X. I think it's clear that I have developed a love for X; even if it's just because it's got a "so bad that it's good" feel to it. But, why exactly does it have 'No Way Out' of my heart? One thing I have a trouble with is how words like 'iconic' are thrown around so much (not just in the theme park world, but in general) that they become worthless. Rides that have a meaning to you are like your personal icon rides, and as such, they should be special, not just every other ride. I think this shows just how much I appreciate X.
    I think the reason it is so special to me is that, as I've said, it's a ride which has sorta shown that a ride's purpose and direction, and how that purpose is marketed, is so important. In a way, a bit like Th13teen - Th13teen was marketed as a thrill ride, yet its purpose was a family ride. It was poorly received at first, but now the thrill hype has gone away, it's a success. But X is different. It has always been marketed as a thrill ride and that it should be a serious thing. However, that's not what it is and not its purpose, and until you 'get' that, you cannot appreciate X. And this is the real shame - most people won't 'get' that, due to the misrepresentation of the ride itself.
    And that brings me nearly to the end. I'm not going to go into any details about the ride experience, the theming, the audio
    and so forth like I would if I were to 'review' a ride. Personally, I think that would be unnecessary; a ride doesn't have to be defined as 'good' to be special to someone. However, I want to bring up one final point. To those of you that read
    my views on The Antelope at Gulliver's World, you may remember I ended by saying that I feel the more I've become an enthusiast, the more I lose the reason why I became an enthusiast - "the innocent enjoyment of a ride". Yet, strangely, it seems that with the case of X:No Way Out, it is the very opposite - the more I've become an enthusiast, the more I've grown to appreciate and, in turn, enjoy, rides more.
    Peculiar.
  17. JoshC.
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  18. JoshC.
    2014 is almost over, which can only mean one thing...it's time for my review of Thorpe's season! In a way, it kind of feels silly to do a 'season' review on behalf, since I've "only" made 8 visits this year (by far my smallest Thorpe tally in memory!), so there's a few gaps here and there, and my views may not be fully representative of the season. However, I hope this review will end up giving a nice roundup of the season, and my views on what's gone down. If anyone wants to see my reviews of previous seasons, they can all be found HERE (once again, apologises about the pictures no longer working - darn Facebook!). And with all that out of the way, let's "get ready to go...looking good...3 2 1..."
    New for 2014 - Angry Birds Land
    Rewind a year ago, and I said that for 2014, "There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and ...at least one of those things should happen." Fortunately, one of those things did happen.
    I don't quite know how ABL has been received by the public, but enthusiast opinion is certainly more on the negative side. However, I must admit, I side with the side that, on the whole, it's an okay investment for the park. The 'land' is very small - it seems almost silly to call it an area of a theme park given how small it is. The 4D cinema, whilst a bit over the top with the effects, is a nice break from the bombardment of rides and is certainly a vast improvement on Time Voyagers (though that's not saying much, mind!). The Dodgems are good fun and, whilst nothing special, a nice filler ride for everyone to enjoy. Personally, I think that Detonator is the biggest waste in the area; new audio was needed, and a bit more of a feel around the ride was required. But instead we end up with a new name and cheap logo plus a random bird plonked nearby - still feels out of place unfortunately.
    So yeah, all in all, I don't think ABL is a bad investment. I think it will work in the long run (Angry Birds will no doubt continue to be popular, and with a major film set for 2016, I can see a second wind for it coming up), and brought life into what was a lifeless area. Many say that it's destroyed Amity Cove - but let's face it, there's a huge difference between Stealth-side Amity (Amity Speedway) and Tidal Wave-side Amity (the Amity Cove). A divide is necessary really, and this gives a chance to divide the sides further, which would be a good thing. For the future, I'd like to see the Teacups given an Angry Birds theme, since it feels a bit out of place at the moment, and the well-known Angry Birds tune be made more prominent throughout the area - it's something I was looking forward to hearing if I'm honest!

    Detonator - needs more work...


    These metal plate theming bits are...okay. Not my first choice thematic feature for the area though!

    King Pig's Wild Hog Dodgems - a bit bare, but good fun.
    New for 2014 - Other Stuff
    Though a quiet year on the rides and attractions front, there were a few new and improved things around the park...
    The Shark Hotel replaced the Crash Pad, and is Thorpe's own attempt at a shipping container hotel. Indeed, the shark idea was my favourite of the three concepts (the other two being the Pier and crashed ship). I do quite like the look of the shark - it's quirky and different, and likely a nice talking point for people visiting. My only criticism of it is that, on the inside, you can see all the framework - a bit of a shame in all honesty, but I guess there's got to be limitations to everything. Maybe not the most spectacular thing ever, but I have a fond spot for it if I'm being honest.

    Bite me.
    Then there's the improved entrance. It must surely be a short-term solution, as the whole ticket and entrance plaza needs a big rework in my opinion. Baring that in mind, I think it's an okay solution - the video loops they play do a nice job of showing off the park, and presumably do help build a bit of atmosphere and anticipation for guests. Also great to hear the original Thorpe entrance music being played once again!

    Hard to get a decent image of the screen, so here's the best I've got..
    The few other touch ups around the park (Stealth Diner and shop, Mexican Cantina extension, etc.) are also welcome additions, now giving more indoor seating, and improved chippy on park - I never really liked the old Fish and Chip place for some reason; maybe the old look of the place just put me off? - and meaning every major attraction has their own sort of shop to some degree. The small things ey!

    Stealth shop looks quite nice really.
    The Coasters
    The Swarm remains top dog for another year. For me, it just had everything I want, and it's just a beautiful roller coaster to me. After being able to climb its lift hill this year and do a couple of behind the scenes bits and bobs, I have no doubt that Swarm will have a place in my heart for years to come... With it looking very likely that I'll be breaking into Europe next year, I somewhat doubt this will be my favourite coaster next year, but hey, I'll let it bask in its glory till then.

    Looking up

    A pretty sweet alternative view of the ride in general

    Pretty helicopter.

    Standard picture.
    X also saw some changes, with new audio and a new lighting set up. I think the reason why I like it so much is because it's so different to anything else the park offers - it's a bit of fun and a laugh. It doesn't try to do anything special and it's not a serious ride. Something that the park needs more of in my eyes!
    Inferno was as solid as ever, and it was nice to see the mist and lights working for the majority of my visits. Also interesting to see the workshop area as part of the John Wardley meet too; geeky moments I guess! I still have a soft spot for Saw, even if it does leave many with a soft spot on their head after riding. Again, got to do a nice backstage tour of it, which was great fun and really interesting. Colossus remained as uncomfortable as ever. Stealth was alright too I guess; I'm not too fussed about it though to be honest.. .

    Dear Thorpe, all I want for this closed season is this sign cleaned / replaced. Lots of love, JoshC.

    Arty-farty Saw photo.


    Put my camera through its paces by taking photos of Saw from the Loggers queue line. Funny results followed.
    The Other Rides
    Won't really put any specific focus on any other rides now because: 1) too much effort, 2) I haven't visited enough to say that much and 3) I don't want to put you to sleep any quicker.
    So yeah, in short... Slammer didn't open with the rest of the park, but managed to remain consistently open (more or less) when it eventually did open. Big thumbs up to all those involved with getting the thing to live again, and to actually stay alive. Personally, I think the ride just needs binning - I don't find it exciting and it just seems to be a waste of resources in my opinion. It seems Thorpe/Merlin think otherwise - as do many enthusiasts - so let's hope for their sakes their faith in the ride lasts for a few years before it eventually conks out. When that day comes, I'll happily be the first to volunteer to take some explosives to the ride.
    Rush, Samurai, Loggers, Zodiac and the like all did well during the season, and I think they're all good rides that add to the line up. On the other hand, I've been disappointed by the likes of Vortex, which is showing its ages, Rumba Rapids and Depth, rides which I do enjoy, but really need some TLC to make them look nice again.

    A working Slammer - a slightly less rare sight than usual.
    "What about Storm Surge?" you might be asking yourselves. I didn't ride Storm Surge this year, and this picture sums up my views on the ride nicely...

    I'd much rather look at a building.
    The Big Easter
    I unfortunately didn't attend this season's Easter event, due to revising for exams. However, by the sounds of it, it was a great event for the park and their new direction. All the reviews of the Brainiac show were great, so I'm glad to hear that's returning for the February Half Term event. I look forward to seeing what Thorpe come up with for next Easter (and fingers crossed I'm actually able to make it!).
    Summer Nights
    Summer Nights returned for a second season, which is great news. This event is just a brilliant idea from the park and works a treat. I know some say that opening till 10 should be standard for the park during Summer, and maybe that should be the case one day. But right now, I don't think the park would be busy enough to warrant it - making it a separate identity is the best thing for now. The event has definitely gained popularity, and I'd be curious to see if they'd consider adding two trains to the coasters if the event become much more popular.

    Teacups are still an addition for Summer Nights - good thing too, since it's relatively popular during the day..
    Summer Event - Huh?
    Last year, I said: "Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now". However, when I said "a little different", I did mean they should at least do something! Unless I completely missed it, there was no specific summer event this season that filled the role Sun Scream had done for the seasons beforehand.
    The park seemed popular enough from marketing alone and such, but it seems like a wasted opportunity, especially with the family market. Hopefully it's just a one-off, and next season gives us some decent event for the summer. It would certainly help encourage the crowds to visit during what is one of the busiest periods of the season for the park, and a chance to stand out from the crowd a little bit.
    On the other end of the scale, I guess they could partner up with MoS for another event. Mash Up seemed good during Easter 2012 and 2013, so why not bring back that back? Speaking of MoS, still haven't been to a MoS night - they're just not my thing! - however, I'm glad to see that they're still proving popular and successful.
    Fright Nights
    The biggest change for this season's Fright Nights was, of course, the farewell of The Asylum, and the introduction of Studio 13: The Motel. It's been said a hundred times already, but I may as well say it again - last year's controversy over Asylum was NOT the cause of its removal. The park were planning on getting rid of it even for last season's event - let's hope that that myth doesn't become fact to many.
    Another thing which has been said a hundred times already is that I wasn't really a fan of The Asylum. It was a maze of strobe lights which gives you a headache, with no apparent story line other than 'you're locked in with scary people' and very repetitive. So I was glad to see the back end of it. Studio 13's premise sounded exciting and very promising, and it was great to see the park come up with a non-IP maze which still fitted in perfectly with the park's overall theme (which I still love by the way).
    Personally, I loved the maze. Great nods to the past, good theming, a story which followed through the maze and overall a good idea. In fact, out of all the mazes I've done, it's the maze where I've felt most apart of the story. It's such a simple idea (you tour through a studio where a horror film is being filmed, then all of a sudden, you're IN the film), which makes it easy to execute, yes, but it was executed so well that it just a beautiful maze.
    As for the returning mazes, Blair Witch went from zero to hero, which was great. I hope this gives the park more confidence with scare zones and outdoor attractions. Cabin and Saw remained good attractions, though I think Saw needs a bit of an update, as it feels kind of tame compared to the rest. My Bloody Valentine was yet again the worst; no real scares or anything - just dark, cramped spaces all the way. It will scare many, yes, but you can't just simply rely on that! It will be interesting to see what happens to the maze next season now the arena is in use - will it just move elsewhere, move out of the containers and into someplace else, or what?
    I also did Face it Alone again this year. I can't sing the praises of this experience enough - if you like scare attractions, it is well worth giving it a try! I'm so glad the park have continued to look into other scare ideas than your bog-standard conga line maze, and here's hoping that things like Face it Alone, the Overnight Experiences and original maze ideas continue for many years to come.

    Fright Nights proved to yet again been the most popular time of season.

    Me with The Director.
    Reserve n Ride
    The second season we've seen RnR now and I remain in the minority who like the idea. I'll keep my views here short and sweet since I've argued them to death throughout the year in the appropriate topics - the idea is a nice one and has a lot of potential. The system itself seems to work now; they've slowly managed to iron out technical issues. What the park need to do now is try the system as it was intended - with no standby queues. That way, they see how viable an option this actually is. Make sure there's enough non-ride stuff to do too; that'll help (and, in fact, is a good idea in general!).
    Food and Merchandise
    As mentioned above, I've gotten into a bad habit of falling in love with the new Fish and Chip place, nice and unhealthy. My lunch of choice usually varies between that, the Mexican Cantina or Bar 360. For the most part though, all of the Merlin-owned food places are good quality and value at Thorpe, which is good. I'll no doubt try the punnily-named Peckish and the new Pizza-Pasta joint in the new season though, because why not ey?
    As ever, the merchandise at Thorpe helped empty my wallet. The new resins were all great, and the Swarm billboard is my personal favourite of all the Merlin resins. Then there's the brilliant new clothing items which give some geeky nods (ride opening years and such), which I just love! The new Angry Birds merch is good to see too, even if a bit overpriced in my opinion. Then again, on the whole, merchandise is reasonably priced I think, so I'm not really complaining. Would like to see more bears at Thorpe though - please?
    I guess the VIP packages fit into merchandise sort of, so just a quick mention of them. Whilst the main ones are a bit too pricey in my opinion, the lift hill walks and backstage tour are okay, especially if you can get a deal on them (and they do indeed do deals on them at points in the year). Again, really glad to see the park doing cool things likes this!

    The Inferno shop has a makeover too. At least I was spending time in shops, and not just money...
    Chief Ranger's Carousel - RIP
    Whilst no official note has been made, it seems that CRC has left us after 20 years of service. It's sad to see a ride so rich in Thorpe's history leave. However, in all honesty, it's surprising it stayed as long as it did, especially during the years when families were just not in the park's target market. It's not like the ride has a specific appeal the 99% of visitors anyway - time to let go and move along in my opinion!

    A Carouselfie.
    A Look Ahead
    2015 brings us...well, we don't know. Potentially nothing of note. We have gathered that Pizza Hut is being replaced by Pizza Pasta, and that building is getting an extension. I have no doubts that we'll see some touch ups around the place (Canada Creek still has a lot of the old branding about, some rides are in desperate need of TLC and I expect Thorpe know that), and there'll be a few little things to keep us happy. However, it seems like 2015 could be the first season since 1997 where Thorpe don't bring us any new attractions. Then again, Angry Birds Land didn't have plans submitted till January, so who knows?
    Of course, we'll all be able to gawp at the construction site for 2016's exciting new development - maybe that in itself will be enough to keep us happy next season?
    That's it for me; another season well and truly done with. Thanks if you read it all (and sorry for the length)! As ever, any comments / thoughts / criticisms are welcome!
  19. JoshC.
    So, as some on here might be aware, myself, scarycoasterboy (Adam), J.S217 (Jack) and Peaj did a bit of a European road trip at the end of last month / beginning of this month. 8 days, 7 parks, 3 countries - it was a big'un. Parks we visited were...
    Plopsaland de Panne (27th June)
    Bellewaerde (28th)
    Walibi Belgium (29th)
    Phantasialand (30th)
    Toverland (1st July)
    Efteling (1st-3rd)
    Bobbejaanland (4th)
    As we were visiting Belgium, Germany and Holland, we squished the three countries together to get the working title of 'BelGerAnd' for the name of the trip. Unfortunately, that terrible attempt just sort of stuck (much like Stealth's project name ey?). So that explains that.
    (PS: Any feedback on the style of this would be great. I do plan on writing up reports from all the parks, so would be nice to do it in a way that people would want to read it!)
    Anyway, enough set up, let's get down to TR-ing...
    An early start beckoned us - leaving to get the 5:15 ferry from Dover. Naturally, this meant we arrived at Plopsaland - a realtively short drive from Calais - ridiculously before the 10am opening...

    The entrance area looks very nice.
    We wandered around the local area to pass the time, and about a 5 minute walk away, we found a Belgian War Memorial. It was somewhat surprising to realise that a theme park was so close to a place like. We had a wander around and it really hits home...

    With our respects paid, we ventured off to the world of Plopsa. First up was the coaster I was most looking forward to off the day, Anubis.
    It's the first launched Gerstlauer I've done, and indeed the first rolling launch I've done. I was looking forward to it, after hearing many good reviews. After a near walk-on through the nicely themed queue, we were on. Simply put, the ride is fab - the launch is great fun, and then the ride that follows mixes pops of airtime, inversions and bits of force nicely together. I found going up the initial hill quite intense too. The ride flows really well and it's very smooth too. It's a little on the short side and lacks any substantial outdoor theming, but at the same time, it doesn't leave you feeling short changed. All in all, a great ride that is really enjoyable.

    A somewhat understated entrance.


    Couple of ride shots.
    We then moved over to Rollerskater, one of the park's family coasters. This immediately caught my eye for one reason - the random theming. From a giant washing machine, bird in a cage to a turtle on a plate, the ride seemed a bit wacky. The coaster itself is fun, but the random bits of theming just make it a right laugh.

    Lift hill

    The infamous washing machine

    Station building
    We then ticked off another cred, by doing their powered coaster, De Draak. It's got an extravagantly themed queue line, but it also has a long layout that interacts nicely with the surroundings. Picks up some decent speed and it's nice that it goes round twice too.

    De Station.
    With temperatures soaring, we decided to cool down on De Boomstammetjes, the park's log flume. It was okay, had a nice double drop finale, but didn't get you wet enough really. By now we had realised something a bit odd - the park itself felt very very busy, but the queues themselves didn't really reflect that. Not sure if that's the norm for Plopsaland given their target market or not, but we weren't really going to complain, as it gave a nice atmosphere to the park, but meant we could try out all that the park had to offer.
    With this in mind, we did a few of the filler rides, including Waterfietsen; some pedal swan boats. Was a very nice tour round the lake, though have to admit my legs were aching after a while! Two filler rides that we didn't get done during this little period, however, were their Teacups, which is still being given its awesome-looking retheme, and Rox-Flyer, their Star Flyer. Ah well.

    Two rides of spite.
    With some flat rides done and lunch out of the way, we moved over to Supersplash, the 'water coaster' which anyone would have a hard time calling a 'coaster'. It was probably our longest queue for the day, at about 20-25 minutes - quite nice that it was indoors too! Following an interesting lift sequence, the ride does a drop underneath a bridge, before coming back up and then giving a nice-looking splash and then meandering back to the station. The lift sequence is nice, but lacking anything substantial really. The drop I found a bit rough in all honesty, but the splash was nice - not wet of course, but was refreshing. I'm a bit unsure on it as an attraction - it takes ideas from a couple of different rides, but doesn't really do anything with them. A bit of a shame.


    A shame I didn't get a shot with a boat in really.
    We then planned to tick off the two remaining creds on park - Vleermius, the random suspended coaster, and Viktor's Race, the park's kiddie coaster. Unfortunately, it became apparent that Vleermius would spite us - it was closed with no obvious work being done to it. Shame, as it's something I did want to try out, but I'm sure I'll get to try something like it in the future. Viktor's Race, however, was open. Nothing really to say about it, merely one done for the coaster count.

    Neither ride was very photo-worthy for me, it would seem.
    More wondering round the park was done afterwards, and getting in some rerides along the way. We were planning on heading over the to Wickieland to try out the Disk-o and splash battle over their, but noticed the Disk-o was closed due to it stalling, so we decided to leave that area till later. Instead, we worked our way over to the indoor area Maya Land, near the front of the park.
    It's a great area for kids with some fabulous looking rides. The one that caught my attention the most though was De Waterlelies, a Zamperla Demolition Derby. After not getting on the one at Drayton for the past two years, this simply had to be done. Certainly a fun little ride, though it does sort of feel like it drags on a bit towards the end. We also did the slide in Maya Land before leaving to explore the rest of the park once again.

    Spinning waterlilies <3
    After a couple more rides on Anubis, we then headed over to Het Bos van Plop, an indoor boat ride. I really enjoyed it to be honest, the theming was lovely, the music was catchy and it was just a nice way to relax. Such a simple ride executed so well. We then did the train ride around the park before heading over to Wickieland again...

    The Disk-o was still closed, but the car had been bought back to the station-area at least. Instead, we decided to the splash battle - Wickie The Battle. It was very nicely themed, a good length and got you to a good level of wet. Great water ride all in all!

    With park close nearing, we dashed over to Supersplash for one more ride (majority vote over-ruled me unfortunately!). We then stayed in the park for a bit longer, looking around the entrance and such, before hitting the road. An hour-or-so drive later, we arrived at our French hotel, and after realising the hotel owners were out for the night and eventually being given our keys by other guests, we were finally in. A quick McDonald's and some French TV bought an end to our first - and fortunately longest - day!
    Final Thoughts: I really enjoyed Plopsaland. It's a fab little park, with some nice little gems and great theming. The addition of a woodie next year is definitely music to my ears - one more family thrill coaster would complete the park's line up I think. It's certainly a park I want to go back to soon, and the proximity to me is a bonus!
  20. JoshC.
    It feels like half of the European coaster community has decided to venture over to Poland this month, following the opening of that small coaster Hyperion, and with rapid expansion taking place at the two major Polish parks - Legendia and Energylandia. But how do they actually fair?
     
    We flew to Katowice on a Saturday evening, arriving at our hotel late, giving us the perfect opportunity to arrive at Legendia Sunday morning. Legendia is based in Silesia, an old mining district of the country, and now in the process of truly being redeveloped into a tourism hot spot (indeed, around the area are plenty of mining headframes which have been turned into prettier sites!). With Legendia being bought by a new owner a couple of years back, it's clear the park aim to capitalise on this.
     
    To our surprise, Legendia is very much a city park, literally just based off a main road through the city, and all the surroundings just being standard city stuff. Interestingly, the park operates a one-price ticket system, for 99 zloty (about £20). However, you're only allowed to leave for 15 minutes, and if you want to return after that, you need to buy a new ticket. Clearly a tactic to keep people in the park as long as possible, eat on park, etc. The park also has VERY good opening hours (minimum 10am-8pm, with park gates opening between 9 and 9.30), meaning people can pop in at various hours of the day.
     
    The park opens with a little show, where kids are handed out free sweets and balloons and encouraged to take part, whilst adults are given free fudge!
     
    The park has 4 coasters - two Zyklon Galaxis, a Soqeut looping coaster, and Lech, a new-gen multi-looping Vekoma. The Zyklons are bog standard, with some okay facades, and the Soqeut was closed due to it being rethemed for next year (plus the track looked in HORRID condition). So let's get down to Lech...
     
    Lech Coaster
    Lech is mental. The layout features a very steep drop (maybe even beyond vertical, I couldn't really tell), 3 inversions (one going through the station), plenty of airtime, twists, turns, and is partially over water. It flows so well, is incredibly smooth, the airtime is fantastic, and the vest restraints are surprisingly comfortable (and feel almost necessary with the amount of airtime you get!). And, finally, the first drop and inversion is intense. Extremely intense. I greyed out on every ride I did. We did 2 rides back-to-back, and that was a mistake as I felt quite wiped out afterwards. It's at a point where it's arguably too intense, as it put me off wanting to re-ride it too much. Nonetheless, it's still a fantastic ride, a truly brilliant investment (just over 4m euros) and something which has put Vekoma back in people's attentions, and rightly so.
     

     
    Bazyliszek
    The park's new for 2018 ride is a shooter dark ride. Themed around a house with lots of monsters, where a Basilisk has escaped. Trackless, and a combination of work from ETF, Alterface and Joravision, this is actually something very special. The queue is spectacularly themed. The ride features interactive sets and screens, which is transitions between very well. The shooting aspect isn't the only focus of the ride, with some story driven points too. It is genuinely astounding. There are a couple of minor issues though - it's never really explained that you have to hit targets multiple times before they are destroyed (I only realised this mid-way through my second ride!), and some of the real theming looks quite basic, and thus tacky and out-of-place compared to the other. 
     
    Aside from that though, this is a true winner of an attraction, a real gem, and one of my favourite dark rides!
     

     
    Dragon Riders
    Dragon Riders is bloody mental. I have no idea who designed this ride, how many of these there are in the world, or any general clue really. But I imagine anyone who's thought "this is a good idea" has been on some hardcore drugs.
     

     
    To try and explain the ride. You sit in your pod, with nothing more than a - rather loose! - lap bar to keep you in. You then start going round in a circle, like you would in a carousel. Your pod then starts to spin / roll continuously. Think of Slammer, but faster, in a smaller radius and for a lot longer. You do this for a while, then go in the other direction. And this lasts for about 3 minutes. Due to the loose lap bar, you bounce around in your seat, getting slammed every single way, and it's just general sickening. And unlike with many spinning rides, this doesn't have a 'warm up' period - it just seems to go straight to max speed!
     
    I felt queasy for a good few hours afterwards. I'm not a huge fan of spinny rides, so I knew it would leave me feeling meh. But with something this insane, you have to try. You may regret it after, but you have to try it.
     
     
    The rest of the park is pretty average to be honest. They have a log flume / boat ride thing which has terrible throughput, has staff specifically instruct you to brace yourself on the drops so you don't slam into row infront, and is generally a burden to ride, but has decent splashes. There's a few other funfair style rides, run incredibly well, but nothing that stands out.
     
    We ate at one of the newer restaurants by Lech, and the food was decent and well priced (I believe I had a main meal, drink and dessert for about £7.50). And you do get wonderful views of Lech too. Speaking of food though, one thing which really stood out was how they didn't serve any snacks or bottled drinks at any of the shops - they were only at the food places. And the food places had very long queues from 1-5pm. The park, surprisingly, has lots of shops with lots of ride merch though!
     
    Two things really stood out to me with Legendia. 
    1) This park isn't a full day park. The park was, admittedly, very quiet when we visited, but even when busy, I can't see you needing more than a 10-6 day at the park. Given how the park's ticketing works, this is a bit disappointing, as it means you can't enjoy the park at it's opening and at it's closing (ie - night rides) without either buying two tickets, or having a very boring lull mid-way though the day.
     
    2) Legendia has a future, and a very bright one at that. The park has a fantastic infrastructure and is clearly set up to hold a lot of people (Lech and Basilisk's queues were HUGE too). All the staff we interacted with spoke perfect English (and they even have flags with what languages they can speak on their name badges). They've got a fantastic entrance area. They know who it is they want visiting, and they know how to attract them. The thing that's missing at the moment is quality. Lech and Basilisk fill two very obvious holes, and have done so quickly and reasonably cheaply. A new water ride is coming in 2020 (hard to know what it could be based on the location, but a proper log flume or rapids would suit the park perfectly right now). And with the new ownership, they've clearly got the money to be able to bring in the new, high-quality additions.
     
    So yeah, give this park 5 years, and I have no doubts they'll have a solid line up with some great filler attractions. In 10-12 years time, though, I really do see this having the potential to be one of Europe's most charming, most fun parks - a real gem in the making!
     
    We left the park at 5-6ish in the end, after really dragging out the day. We spent some time exploring Katowice (and sadly, basically nothing was open because the Sunday we visited, EVERYTHING WAS CLOSED), and then got ready for a day of Polish culture...coming to a blog post near you soon...
  21. JoshC.
    It's only taken me 4 months to get around the posting this..
     
    Walibi Holland's Halloween Fright Nights is well respected in the scare industry. They pump serious amounts of money into their attractions, and have TONNES of actors to boot. They go all out. And that's one of the many reason it had been on my to-do list for so long, and why I eventually went last year.
     
    Now I actually wrote a trip report in Word a while back trying to cover the whole event. That report ended up being over 12 pages of pure text, and that was with me being concise. And that's just down to the sheer quantity AND quality of it all. The event is made of a family friendly daytime event (Spooky Days), with 3 scare zones and an upcharge scare maze, and an evening event (Fright Nights), with 6 upcharge mazes and 8 scare zones. So I won't cover them all, but I'll just instead pick out some particular highlights...
     
    The Clinic
    This has been mentioned on the forums a few times, most recently in my review of their VR experience, Neurogen. The Clinic opened in 2016, and is an entirely alone experience where - for the majority of the experience - you are strapped to a gurney and wheeled around a hospital and, ahem, associated areas. And in short, this attraction is genius - utter brilliance. It's definitely my favourite 'scare' attraction, and I'd say up there with one of my all time favourite theme park attractions. 
     
    I won't say anything that happens here, but whilst it's alone and marketed as 'intense', it's very different to the UK definition of an 'intense'/extreme experience. Psychological, theatrical and haunting are 3 good words to describe it. The experience stayed with me for days afterwards too; it was always on my mind. 
     
    Unsurprisingly, it comes in at a hefty cost - €17.50 if booked in advance. But it's worth every cent and so much more.

     
    Below
    The other of the park's 'intense' mazes. In groups of at most 6, you explore a set of sewers looking for vermin...though maybe the vermin are looking for you. And because you're in sewers, you of course go through the entire experience in waders, since you go through most of the maze knee-deep in water! Again, a genius set up, and felt super realistic! 
     
    Again, a hefty price - this time €15 if booked in advance. And it's super limited (1 group goes in every 15 minutes!).
     
    Below suffers in one major way though: it's very short. After getting the waders on and having a walk pre-show (by means of a guided tour), you're not in the maze for long. Arguably you don't want to be in there for too long: despite the waders, my feet were feeling a bit cold towards the end. But having said that, it's still a super immersive experience and a genius set up that I've never heard of anywhere else!

    (Image from Walibi)
     
    Psychoshock and Other Mazes
    Walibi Holland have 4 "normal" mazes, which you can buy individually or get a combo ticket for €24 (which I did). However, Psychoshock was the highlight of those 4.
     
    Before going onto describing Psychoshock, just a quick word on how the normal mazes operate. They're designed to have 1500pph (for comparison, that's about 3x what Thorpe's mazes manage on average), so usually have a continuous flow of people. Every actor has an accompanying 'effects button' which they press, which can set off an array of sound, lighting, smoke and/or water effects to go with their scare. And with a large number of actors, even if you miss one's scare, you'll be hit with another, and not lose any story either.
     
    You choose a 30min time slot for each where you have to arrive in the queue for it. Too early? Not getting let in. Too late? They'll see what they can do, but otherwise, tough.
     
    Psychoshock is a fairly standard maze in theme: your generic 'laboratory with something gone wrong' vibe. But it's themed exceptionally well (apparently, this 2011 maze was designed by someone who has since gone on to design the theming concepts for stuff like Baron at Efteling), with a very good - and long! - layout. And the group I was in did this maze about half an hour after it opened, which was clearly a quiet slot. As such, out group of 3 was sent in with no one else, before we were split up in the pre show and made to go through the maze entirely alone. The actors are clearly prepared for this and knew full well how to tackle me. A particular highlight was an actor with a syringe squirting water in my face, and then at my crotch making it look like I wet myself...and with no witnesses to say otherwise!
     
    My experience of Psychoshock is likely a bit bias because of alone treatment, but I really did love it. Even ignoring that, the set up of the maze is up there with some of my favourites. The other mazes were all set up so they could choose to either 'batch' groups at regular intervals, or to let in a continual flow, and the actors seemed prepared for any eventuality. Was really fantastic to see them by so reactive!

     
    Eddie de Clown
    Eddie is the headline character of Halloween Fright Nights, and has been for 13 years. He's been played by the same person every year. And he's very much synonymous with Walibi Holland across Europe. He's effectively your standard demented clown who likes to do evil things, and a quick look at things like his Facebook or YouTube pages show the style the park have gone for with him (seriously, watch some of the videos they've produced - they're amazing!!).
     
    In recent years, the park have gone all out with Eddie, slowly giving him a more fixed presence in terms of a show and a mini area. In 2019, one of the 4 new scare zones was entirely based around Eddie: Eddie's Festival of Freaks. Taking place in an area outside the normal park, just behind Goliath, it is effectively a mini Festival! Freak show acts akin to the Carnival of Horrors, roaming 'freaks' (bearded lady, strongmen, fire eaters, etc), sideshow games, street meat, a ghost train, etc. This is all complimented Eddie's presence, with him being a ringleader of sorts, and his show: Eddie's Roast Show, where he effectively invites audience members on stage, and roasts them as harshly as possible.
     
    The whole area was chaotic, but in a good way. So much fun, and very easy to forget you're actually at a theme park event. The downside is that it's all in Dutch (which sounds stupid given it's a Dutch theme park, but they're very good at being accommodating to English speakers, as well as German speakers too). But even with the language barrier, I really enjoyed the area. Like, really did.

    (Photo from Walibi)
     
    Firepit and Campsite of Carnage
    If one area highlights the stark difference between Walibi Holland's and the UK's Halloween events, it's Firepit. An American hillbilly area (and, as such, all the actors spoke with southern American accents), the area featured (unsurprisingly) a giant firepit, live music other stalls and roaming actors (most of whom had chainsaws), along with a couple of actors above the entrance arch to the zone. The tone, however, was jaw-dropping.
     
    Firepit was all about gross, inbred hillbillies who had no problem thrusting sexual comments in your face, swearing constantly and being on the funny side of rude (just). Nothing is scary; everything is there to shock you. Because of the context of the event, being strongly pushed as a dark, 16+ event, they can get away with it, but it's certainly feels like it's pushing towards "how controversial can we be without getting into trouble?". An example from the entrance arch characters: "Welcome to the f**king Firepit...oh, but we don't mean that how y'all think we do, we mean the literal...f**king...Firepit" (the couple then proceed to imitate having sex). 
     
    Personally, I found the area absolutely brilliant. It was designed fantastically. It's clear they had a vision, and they've realised it all the way through.
     

     
    A further surprise was Campsite of Carnage - marketed as a scare zone, but was in fact an outdoor (and free!) scare maze. A simple but clever layout, with a lot of chainsaws and sweary hillbillies. Again, it focused more on trying to shock than scare you. The ending, however, truly did scare me. You're chased into an enclosed section (which is effectively a corridor) by a chainsaw, and when inside, the actor plays a sound effect which makes it sound like you're surrounded by chainsaws. Chainsaws don't do anything for me, but when it sounded like I was in an enclosed space surrounded by 10 off them, it made me jump and I definitely picked up the pace!
     
    Amazingly, the area is also open during the day for Spooky Days (presumably to just help with capacity), with none of the sweary actors in the Firepit, and a shorter, less-chainsaw-filled version of Campsite designed for Under 12s!
     

    (Photo from Walibi)
     
    I think I'll leave it there. I haven't touched the park's FIVE other scare zones, which admittedly had varying quality, and could go into much greater detail about the other 3 mazes. Nor the stage by the entrance of the park with music acts. Or all the pop up stalls they have. But I don't want to ramble on forever. But suffice to say that, despite their lack of presence here, even the weaker experiences were still at least 'pretty good'.
     
    How expensive is it?
    Short answer: Very. To book everything costs about €90 on a quieter night. But even then, it could be tight to do all the scare zones and rides. If you go on a busy day and want to do rides as well, you'd maybe want to invest in their Fastpass too, which adds even more cost. The event is strictly pre-book only, but there are some good deals when they first release tickets.
    How busy is it?
    Short answer: Very. The park get up to a quarter of their annual visitor numbers in the 3 weeks that the event goes on for. Their quietest days still see them attract 10k people. I visited on a Friday, and it was reasonably quiet until about 6pm, but from then until close (11pm) it was rammed!
    Is it worth it?
    Short answer: Yes. Long answer: Yes. Yes! YES!
     
    tl;dr - Walibi's Fright Nights is, by a country mile, the best Halloween event I've ever attended. If you like Halloween events, go to Walibi Holland. You won't regret it.
     
    The park's 'aftermovie' for the 2019 event, showcasing most of what they offered..
  22. JoshC.
    And now the big one, Day 4 - Parc Asterix! And this was, in fact, my first visit to Asterix.

    I'll start as ever with the Covid measures
    Face coverings were obligatory on all rides and in queue lines. There were hand sanitising points at the end of every queue (just before you board the ride), as well as at ride exits and dotted around the park. There were social distancing markers in queues, but no one really followed them much tbh. However, park security had a major presence in queue lines, regularly walking through queue lines, making sure everyone had coverings on, and were covering their noses. This went to the extreme where I witnessed a security guard watch someone have a drink and not move on until they had finished their drink and put their covering back over their face. A little OTT in my opinion, but equally I can't argue with results: seeing everyone in queues masked up did give a good level of reassurance.

    Interestingly as well, the park were very hot on filling up every seat - single rider was still in operation, and they were happy to get smaller groups matched up in queues too. The only exception was on water rides, where they weren't trying to fill boats to the full. There are questions about the point of social distancing on rides in my opinion, especially if everyone is wearing a covering, but it did feel odd sitting next to strangers again.

    Anyways, onto the park. First time I've experienced metal detectors at a full on theme park (Ja-Dar isn't necessarily a 'full on park' imo), but it was done smoothly and easily. Anticipating it would get long queues, we headed over towards the back of the park, where the first stop was Tonnerre de Zeus..

    We were on in under 15mins which was nice. Zeus is a ride I'd heard a lot about for many years. Whilst I'd seen a lot of people say it's a bit of a love-or-hate ride, most reviews I'd actually read were that it was good, which gave me some quiet optimism. Sadly though, it did nothing for me. It's got a long layout, yet manages to feel like it does nothing with it. It's not rough, but doesn't have enough fun / classic woodie laterals to give it that sort of edge. I don't remember there being any air time either. It just sort of goes around for a while and ends?

    Even riding it later in the day, it did very little for me. I remember feeling a bit more positive about it, but not much. I just don't really get it? Why do people like this?
    Is it because of Zeus' underpants? I bet it's because of Zeus' underpants.
     

    I don't care if you're wearing floral underpants - your ride isn't that good

    A quick stop to the neighbouring Goudrix was of course in order. Similarly, this is something I'd heard a bit of a mixed bag of, but mostly negative reviews. In particular, @pluk's review of it from a few years ago stuck in my mind (spoilers for those who don't know: he's not a fan of it..). And, of course, it has regularly been near the bottom of several coaster polls over the years. So I wasn't looking forward to it. However, I was pleasantly surprised! The ride was smooth, the right level of intense and reasonably fun. It's not something I rank highly, as a layout of inversions is ultimately a bit meh, but it was fun enough.

    Again, a ride was had later in the day. And frankly, I don't know what happened - was a riding a different ride? It was rough and jerky and I did not enjoy it from the third inversion! Perhaps not as bad as some had described it, but still pretty bad. Really not sure how I could have such different reactions to it.

    My first ride was in the front of a car, and the second in the back of a car, so I guess that could have something to do with it. Could also be different trains too I guess. After that second ride though, I didn't want to risk a third to try and figure it out. But it's just crazy how different the ride experiences were.  


    A ride on L'Oxygenarium ("the good Storm Surge" I believe us Brits are required to call it by law) followed, en route to the next cred: Trace du Hourra. I've only ever done Intamin Swiss Bobs before, so it was intriguing to see how the Mack equivalent would ride. And it was alright. Layout is solid, theming around is good and the operations were outstanding. It'd be nice if it swayed a bit more, as it did feel very restricted, but I guess many of these rides feel like this.
     

    We collected the +1 of the Zierer bum rattler, SOS Numerobis (which has an excellent, almost B&M-like roar might I add), before arriving at the highlight attraction, which is of course Oz'Iris.

    Just looking at the area you can tell it's something spectacular. It just looks stunning, from the theming, the dive under the pathway, to even things like the track colour. Everything just blends beautifully. The queue wasn't too long, no more than 30mins, which was long enough to appreciate the stunning indoor queue line too. And once you get into the station, you see they've capped off the atmosphere perfectly. Even the little lighting sequence on dispatch is just great. Everything works. Also, fair play to the staff, who worked their nuts off loading and unloading the ride - jumping inbetween rows to unclip the seat belts whilst the train was still moving(!), and checking bars insanely quickly. Something like that is an art.

    As for the ride itself, it was brilliant. A lovely mix of forces, floatly moments, great inversions, decent length and perfectly paced. First drop is fantastic. My highlight has to be when you dive underground past the waterfall, and then come out into the inversion, which is wonderfully profiled. It's just fantastic all round.

    My issue with B&M rides, which may be a bit controversial, is that when their rides age, they seem to become more intense and forceful. I've noticed it particularly with Inferno at Thorpe, but even my experiences on the likes of Nemesis, Baron 1898 and even Galactica suggest this 'more intense with age' trend. They're like cheeses: they mature and get stronger flavour. As someone who's not a fan of high-G intense rides usually, it's meant some of those rides have gone down in my rankings as time goes on (particularly true with Nemesis).

    Oz'Iris was intense, but it was the right level for me. It'll be interesting to see how it feels in a few years (ie - when I go back for the Intamin), and whether it's experiencing the same 'growing intensity with age' thing! But for now: 4 rides throughout the day, including a wondrous front row ride, puts it as my favourite B&M, and slides into my Top 5..  

    I really liked this bit in the station, loosely showing the layout of the ride

    The random fountain show was fun too - never saw it in its entirety though!

    Another water ride was in order before lunch, and with the log flume closed for technical difficulties, Le Grand Splatch was the port of call. I'm not normally a fan of big boat / big splash rides (too wet too quick), but this was surprisingly decent, since the finale was more for show, and it was water effects which got you wet.
     
    In case you haven't been able to tell, I really like water effects

    With stomachs grumbling, lunch was needed. I'd heard not-good things about food options at Asterix, but ended up being pleasantly surprised at the quality of the restaurant by the log flume (Le Relais Gaulois). A canteen-style restaurant where all the food options looked really good, and ended up being great too. Reasonably priced too, so would recommend!

    Explored some of the kiddie area, including their decent boat ride, before heading to their Vekoma madhouse, Le Defi de Cesar. I'd heard wonderful things about this, including the pre shows, but knew before visiting that because of Covid, they weren't running said preshows. I was intrigued how it would operate, and the short answer is: badly. It didn't help we went on the ride just after a shutdown, but you enter the ride through the exit and just go straight into the ride. Sadly there was no audio and half the screens weren't on either, creating a really awkward experience. From what I've heard, it sounds like the complete experience is a good one, but this was just rubbish. Hopefully the lack of on ride effects was a blip, but I do wonder if they should just keep it shut whilst they're running the pre shows.  
    Boat ride in the kids land has loads of nice set pieces
    This chap gave me some serious moustache-envy...

    Keeping within the Roman area, we cooled off on the rapids, which look stunning but could do with being a bit wetter in my opinion, before braving Pégase Express. Unsurprisingly, this had a long queue pretty much all day, but I guess a 40 minute queue for the park's newest coaster in the middle of July isn't too bad. Again, queue was magnificent, giving great views of the ride and the rapids, and the indoor section was brilliant. The ride itself is solid too. The launch out the station took me by surprise, the section after the lift hill is good fun with some nice twists and turns. The shed is simple but effective, and the backwards section is the perfect length and style. So all in all, a fantastic family coaster.
    Also worth saying they weren't using the bag drop; don't know if that's just because of Covid (it seemed in an awkward space) or if they're just not bothering with it (let's face it, if you can keep your bags on Goudrix, you can keep your bags on this easily).

    The final cred was ticked off after this. Another +1.


    Something I'd been really looking forward to at Asterix was L'Aérolaf, the park's 'rotating bar'. You buy a drink, then take a seat at a table at the bottom of a tower. You then go up 35m and slowly rotate, taking in views of the park and surrounding area, whilst enjoying your drink for about 10mins, before coming back down. Awesome concept for a theme park, and I'd always wanted to do one of those 'have a meal in the sky' experiences - so this was very much a discount version on that. Great views, really nice and open (you just have a seatbelt in your seat of course), and was a great way to break up the day.

    It's on the pricier side - my mocktail was 7,90€ - but I'd say it's worth doing. For reference, a bottle of Coke was 6,90€, which I think was about a 3-3,50€ mark up compared to elsewhere at the park. So if you view it in that sense, you're paying about 3,50€ for the experience, which isn't bad. You even get to keep the themed cup your drink is served in!

    One weird quirk for this though: You had to wear a covering whilst the table went from the bottom to the top. You were then told you could remove it. When it was ready to go back down, we were told to wear a covering again. Felt very odd and pointless given everyone had their coverings off/down for the past 10 minutes and we were the same distance away as before.


    Excuse the feet, but yeah - it's high!
    Me trying not to look like I'm bricking myself and desperately afraid of dropping drink

    Ahh, the face covering hides that fear...but just makes me look like a confused middle-aged man who has no idea how the selfie mode on his phone works...

    Final major ride to do was Menhir Express, their log flume, which was back open and had a reasonable queue. It was a decent log flume, good level of wet and the surprise shed moment took me completely off guard and I loved it!  

    This took us to about half 4ish, leaving the final 2 and a bit hours for re-rides and just admiring the park. Things really died down in the last half hour or so; Oz'Iris was basically walk on for example! Really awesome way to end the day.

    Final thoughts: Asterix is bloody brilliant. I really enjoyed it and, all in all, it's up there as one of my favourite parks. I may not be a fan of two of their major coasters, but it's clear they serve a purpose and people do enjoy them. Their water ride selection is brilliant. And they have a good selection of other rides which will suit most people's tastes too (I never bothered with their flat rides for example, but they were always busy and look sublime). Their quality of theming is amazing as well, along with all the staff being top notch too! Would love to see the park get another dark ride or two, and can't wait till 2023 for the Intamin (or whenever it gets pushed back too..!)
  23. JoshC.

    Hansa Park Trip Report
    Lo and behold, Day 2 of 2 is here!

    After staying the night in Lubeck (in what was apparently a non-smoking hotel, but in a room which smelt strongly of cigarette smoke), I was energised for another day. The weather was cold and windy, but no rain.

    The journey from my hotel to Hansa Park was much simpler than the previous day: a direct train from Lubeck to Sierksdorf, and then a walk to the park. The walk was again very straightforward - pretty much a straight path which takes about 10-15 minutes. Unfortunately, by the time I'd arrived at Sierksdorf, the rain was kicking in, setting the tone for the weather for the rest of the day...

    I got to the park just before rides opened at 10, and walked straight on in after a quick security check. Dumping my stuff in a locker (1 euro for the whole day with unlimited entries - bargain!), I made a beeline straight to the park's main event - Karnan. I'd been keeping an eye on the park's app in days prior, which showed that it's availability had been...sketchy, at best. So ticking it off first was the safest bet.

    Arriving by the entrance, there was a staff member out the front, and a queue of people. Karnan was also testing, but filled with test dummies


    Shortly after I got there, the staff member said something in German I didn't quite understand, but about half the people waiting left. I imagine it was the usual "We don't know when it will open, hopefully soon, but try other rides and come back later". Realising the park would be very quiet and not wanting to take any chances, I decided to hang around and see. It was still regularly testing, still with dummies, so I remained optimistic.

    That optimism was perhaps foolish though. After about half an hour, and engineer came to queue front, after having emerged from "the tower" and said something and waved his hands, at which point everyone left dispersed. Uh oh, that didn't seem good. I asked the lovely guy out front what was what, and between my basic German and his basic English, I managed to piece together "We don't know when it will open, keep looking at the app".
    Bye for now

    The rain at this point was pretty consistent; not heavy, but not light either. I wandered away from Karnan, not quite sure what to do first. My first thought was obviously the park's other Gerstlauer, Flucht von Novgorod. But instead I walked right past their Wild Mouse, so thought why not...
    Well, it was closed, so that would be why not...

    Undeterred, I carried on walking in the random direction I had chosen, and eventually ended up the park's Beautiful Britain area, which included two creds. Let's go.

    First up was Nessie. The park's Schwarzkopf coaster, with basic lap bars and a vertical loop. Nice walk on too. The station for this is wonderful; really nicely themed. This was my first taste of what Hansa Park could do with their indoor spaces, and I was impressed. As for the ride itself, it was...fine? I was a bit disappointed in some ways, maybe because I set up high expectations thinking this might be like a mini Lisebergbanan (a cred I really like) with a loop. But yeah, it just didn't do it for me. Also, the aggressive brake run in the dark was not something I was prepared for (no nice warning signs a la Lisebergbanan!)
    I also didn't take any photos of it, which also highlights my lack-of-care for this.

    I wanted to tick off the other cred in the area, Royal Scotsman, whilst here. But lo and behold, it was closed. Entrance shut off with no explanation. Was it because of the weather? Would it open later? No idea.

    Instead, I turned my attention to the small matter of Highlander. You know, the 120m tall drop tower? I was very confused by this, because the gondola was not parked on the ground; it was instead about 10-15ft off the ground (like in some sort of maintenance mode?), but the entrance was open. I hadn't seen it go yet, but I decided to walk through and see. A staff member appeared from the op box, indicated to give him a moment, and then he lowered the gondola down. Huzzah!

    At this point, it was still raining pretty consistently. It was windy. My phone said it was 3°. Yet I was going near-400ft in the air. Cool.

    I love drop towers, but this did get to me a bit. The climb up is slow and suspenseful, and the accompanying music fits really well. It was going up and round that I also realised how close Hansa Park is to the Baltic Sea (spoilers: very close!). Going up just went on and on and on. And the wind and the rain was making me feel very cold. Nearing the top I got the tilt, which doesn't really do a lot for me, but I'm sure gets people. It was running the "super tilt" mode, where it stays like that for the drop, so it quickly went back to the upright position. Then, finally, it stopped. And I waited. And waited. And waited. There's no more audio, no countdown, nothing. Okay, this was a tiny bit terrifying, in the best possible way. How long was I up there, who knows? But soon enough, I was dropping down. That was fine...fun enough, but these larger ones give you more time to adjust to the sensation.

    In short, whilst the drop on Highlander isn't anything special, the whole build up and anticipation to it is. Really fun, and slightly nerve-wracking, experience!


    Now it was time to move on over to the much-praised Flucht von Novgorod. I knew the secrets this had (ie launch and vertical lift / beyond vertical drop), and that it had on-board pre shows. But beyond that, I was in the dark. The ride was only running one car, which meant the wait for front row took a bit of time. But I'm not complaining, as it gave me a chance to dry off in the indoor queue, and appreciate the theming around.
    I was told off by the operating for taking this photo...although maybe he was just telling me no phones on the ride. I don't quite know.

    Quickly enough, I was on. The pre shows before the launch are great. They set a really nice tone; creepy and spooky, with some neat effects in there too. That, however, it where most of my positives run out. You drop into the launch and it hits you. But at the same time, it doesn't feel that punchy? I know it is a quick acceleration, but it didn't feel like it was all that powerful. Maybe going in from the drop you already have a decent starting speed, so the boost doesn't come across that great? Maybe being in near-total darkness drains it of some reference? I don't know, but it didn't really do it for me. This was particularly sad, as I love Anubis' launch at Plopsaland!

    You then head on outside and the layout is...fine. Fine seems to be a word I'm using a lot for Hansa Park so far, doesn't it? It doesn't really do much, and it doesn't really give any notable forces / airtime. The inversion over the building is nice, but forgettable.

    Then you head on inside and reach the vertical lift. Oooh, back to Hansa indoor quality! Stopping on the vertical, you get some more "pre show". I guess if I could understand it more coherently I might enjoy it more, but it felt like a bit of a pace killer - the ride had just got going, now you're stopping me for this? The rest of the ride then takes place in total darkness, and is a bit rough and ready in typical Gerstlauer fashion, which made it hard to enjoy. It then ends with a projection of a crow on the wall (I've since learned about some scarecrow scare, which seems to have gone?).

    I did like how after the ride, you walk through a maze which has an actual potential dead end. That was a neat little 'post-ride' touch.

    Overall first impressions of Novgorod though: not that good. This is a ride I'd heard lots of good things about, and was something that seemed right up my street. Again, maybe I set my expectations too high? Maybe it was just a bit of a bum ride, which Gerstlauers sometimes give. It wasn't something I was prepared to write off just yet, but I was disappointed.

    By this point, the weather had improved ever so slightly - it was still raining, but it was a bit warmer. That, or I just got used to the cold. In either case, I decided to check out what was going on with this mystical Karnan thing. Still closed. Same poor soul stood outside. Fortunately by this point, the Wild Mouse, Crazy Mine, had opened. So I decided to get the +1 now. It gave me some nice Rattlesnake at Chessington vibes, and the singing animatronics were just on the right side of annoying to be charming enough. Ride is standard though of course.

    Sticking near Karnan, I then went for their Gerstlauer junior cred, Schlange von Midgard. This ride looks stunning, though sadly I didn't get any photos. In true recent Hansa fashion, it features a nice indoor pre-show section, with animatronics and some backstory. At the top of the lift, there's a screen with some stuff going on. Couldn't see what though as there was a huge warning message over the screen. Whoops. Ride itself is pretty fun; surprised there isn't more Gerst family coasters in general.

    Thanks to my slow wandering round the park, it was coming up to 12. Karnan had stopped testing, and the rain was coming down heavier again and it was becoming a bit colder. I took shelter under a nearby canopy to try and figure out my plan for what to do. I quickly decided that food would be the best option, even if it was a bit early. There didn't seem to be many indoor options except the restaurant at the front of the park, "Weltumsegler". This place looked really nice, and had a "canteen" style set up.

    This turned out to be a great choice, as demonstrated by this wonderful spicy currywurst and fries, and Oreo/grape dessert...

    This gave me a chance to warm up and take stock. I had managed all open creds, but there were still 3 closed creds and no clear indication if they would open. The park had a selection of water rides, something which I usually like but wasn't feeling because of the weather. There was some smaller rides which didn't appeal, and the Gerst sky fly, which again isn't my thing. So I decided after lunch to just walk around, despite the rain, see parts of the park I hadn't yet seen, and go with the flow. Here's some random pictures...
    Remember I said I didn't take any photos of Nessie? Well, I lied, I took this terrible one.
    Some water rides I did not ride

    I came across Novgorod on my wander round, and decided now was a good time to give it another shot. I had a back row ride this time. It still didn't do it for me. Disappointing.

    After this, I caught a glimpse of Karnan again (it's hard not to in the park!). And I saw a car moving. And it was empty - no test dummies! That had to be a good sign, right? So I made my way towards to it, and lo and behold, it was open!! Yes!

    So let's get to - Der Schwur des Karnan.
    The queue line is absolutely fantastic. Highly detailed, with great special effects. The indoor section has some TV screens explaining the story (with English sub-titles), in a Hex-at-Alton Towers like fashion. I know that some people don't like this style of storytelling, but the park have made it work. I got to see the full loop plus some repeat during this wait. Then I was batched into the first pre-show room, which again is told by TV screen and following the same character in the queue line videos. This features a wonderful reveal of where to store your bags; really liked that!

    Then comes the first special feature of Karnan; the row choosing ceremony. I'm sure most know what's what: you stand in a row, then a dramatic sequence occurs which randomly assigns you to a row. I'm sure that it's not everyone's cup of tea, but I really loved the suspense this built up, and it's just a great deal of fun. Top rating from me.

    I was assigned into row 2, and was finally sat down in the beast that was Karnan. I've had previous experience with Gerst's clamshell restraints, on Gold Rush at Slagharen, and liked them then, and this was no different fortunately.

    I won't explicitly talk about the indoor section of Karnan. What I will say, however, is that I knew what happened, and still loved it, was still mightily impressed by it and found it truly exhilarating. Fantastic. If you know, you know, if you don't, don't look it up.

    As for the outdoor section of the ride - I can't sing its praises enough. The first drop is fantastic. The non-inverting butterfly element thing that follows is brilliant; filled with some weird moments and the exit to it is better than so many first drops on other coasters. The remaining parts of the layout are low to the ground, taking at high speed and feature great pops of airtime and lateral forces. And whilst doing all of this, it remains comfortable, and not too forceful. It truly is a masterpiece.

    Hitting the brake run leaves you processing everything which just happened. Annnnnd then, Karnan goes and spoils itself. There's a short indoor section to end the ride, including a verrrrrrrrry slow roll, which isn't particularly comfortable or interesting, followed by pitch blackness, bar the pointless on ride photo opportunity on a brake run (why?), and some heroic music to end off. This ends the ride on a low note for me; that whole section as it stands is either unnecessary, or needs some theming / effects to bring it to life. Or it would be better if you took the inversion at some speed; a final big hurrah.

    I don't want to 'do a Karnan' and leave its review on a bum note. So let's focus on the positives: this is a fantastic attraction, which looks visually stunning (even the weird supports for the butterfly thing work), has brilliant build up which is dramatic and serious, whilst still exciting. And it has a great roller coaster to back it up too. Definite Top 10% material and, for me, gets a Top 10 spot too.
    I know some people have said the tower is a bit boring, but I liked how intimidating it came across

    After my first ride, I was itching to get on again. I completely forgot about the rest of the park. I forgot I still had 2 creds to check on. I forgot that I would have liked another go on Highlander. There was Karnan and only Karnan. The wait this time was a bit longer; no doubt by now everyone had converged to the almighty Karnan. It took about 40 minutes this time.

    And here's where I have a bigger niggle about Karnan. It feels like a nightmare to run. It was only running one car, which means its throughput on that day would have been shockingly bad. But the staff were still struggling with timings. We were batched into the batching pre show room before people had left it. This left an awkward wait. I don't know why the ride was delayed for over 3 hours, but it's dodgy reliability seemed to be a common trend when I was looking in the days leading up to the trip.
    Is Karnan something bigger than Hansa Park can handle? Did they try to create such a fantastic, larger-than-life experience that they got carried away and lost sight of making sure it was easy to operate? I don't know, but that's certainly an impression I got.

    Maybe I'm being harsh here, since the park had only been open for the new season for just a few days, and they'd still be re-adjusting. But still, something which lives on in my mind.

    On a brighter note, Karnan still rode fantastic on my second ride, in the third row. And in literal brighter news, the storm had subsided, and the blue skies had appeared!

    As much as I loved Karnan, I wanted to take advantage of the good weather and be outside, and see what was what with the other two creds. Fortunately for me, they were open! Royal Scotsman was first, and this was a nice Vekoma junior ride. Nothing special, and you could tell this was an older ride which they've tried to retrofit into their newer, theme-heavy ideology. Then after getting briefly lost, I found the park's kiddie cred, Kleine Zar, and ticked off that +1 nice and easy.
    I also took this photo of a waterfall which features on a slow boat ride, which I quite liked

    With the weather still nice, I decided to wander round the park and appreciate it in the sun. I also got a glimpse of Baltic Sea too.

    I took a quick ride on Störtebekers Kaperfahrt, the WildWater West dingy boat ride, for the primary reason that these lift hills give you a nice foot massage, and I wanted a few minutes off my feet.

    That was enough time away from Karnan though - a third ride followed. Getting row 2 again, it truly cemented itself as a top tier ride for me here, and it had warmed up very nicely.

    After this, the storm had annoyingly returned, and it bought the rain again. It was now that I was left with a dilemma too, as time was now against me. I could squeeze in another ride on Karnan (maybe even two if the queue was nice), but then have an awkward wait after park close for my train. This would also cut my time fine for getting back to the airport, and a delayed / missed train would be very stressful. Or I could leave now, and have a more relaxed journey to the station.

    In hindsight, I probably would have chosen differently, but I opted for the latter of these options and called it a day. At the time, I think the new wave of rain had hit me, and even though I would be queueing indoors for Karnan, I didn't fancy getting wetter and colder later.

    So that was that for my day at Hansa Park. I had a good day, certainly helped by the excellent Karnan, but equally, I felt a bit downbeat about it. Hansa was a park that I had heard such good things about, but I just didn't get the same buzz from it. I definitely think the weather has played a part here. The little bit of cred anxiety too. But even then, I think you can enjoy the real top tier parks whatever the weather.

    I did really enjoy the park's theming attempts, and it's clear they have some real talent and drive behind them, wanting to make them a fantastic park. I'm not writing the park off, and I look forward to returning at some point in the future.

    ---

    The trains back to Hamburg Airport were simple enough, and no delays. The same couldn't be said for my flight home, which ended up being delayed by a couple of hours. Given the problems that Easyjet were facing at the time though, I guess it's better delayed than cancelled. It did mean I got home at like half 1, and had to be up at 7 for work. Not my brightest idea that.

    As for going to parks solo, was fine. I enjoyed it; none of my fears about it were founded. I'm looking forward to my solo America trip in a few weeks all the more now!

    ---

    I'll round of the trip with a little geek summary:

    New parks: 2
    New creds: 15
    Best new cred: Karnan
    Most surprising cred: Limit, for not killing me
    Most disappointing cred: Flucht von Novgorod
    Best non-cred: Highlander
    Highlight: Broad one, but actually going abroad again
    Lowlight: The bloody weather
  24. JoshC.
    With Fright Nights, Scarefest and all other things Halloween drawing ever nearer, I guess it's time for some Halloween-themed blog entries!
    Dead End was seemingly a one-off scare zone that hit Fright Nights in 2010, and Thorpe's first attempt at a scare zone since about 2002 / 2003, when the event first started out. Located on the pathway next to Zodiac and The Crust, it was perhaps a typical Merlin scare zone, in the sense that it wasn't technically a scare zone, but rather a set route with a very specific entrance and exit. In essence, it was basically a specific scare path, which was possibly one of the reasons for it's bad public response, but more on that later...
    Dead End had a rather interesting theme, revolving around a ride graveyard where a contagious virus struck, leaving the undead lurking in the shadows. For a scare zone, that in itself is rather in depth, and even when you compare it to some mazes (Asylum and Se7en, for example), the back story is a bit more detailed.
    Lasting only one season, it quite obviously just wasn't popular enough. The theming used was perhaps inappropriate for a scare zone, varying from an old Zodiac ride car to old Thorpe Farm signs and Miss Hippo Fungle Safari statues. There was also some other bits and bobs, such as Sun Scream theming. As anyone can tell, none of this is particularly scary - yet, it does work well with the whole 'ride graveyard' thing. However, one of the issues with this is that most of the general public probably will not appreciate this. For a guest who walks up to the scare zone's entrance, and sees a sign saying 'DEAD END TERROR ZONE', along with loads of 'keep out' signs and fake barbed wire around, they will not expect to be walking into a sort of graveyard full of old rides. This in turn means that guests may laugh at the idea itself, and when you make guests laugh at and not with an attraction, it spells trouble.
    Another thing was the idea of it all. This scare zone was not a scare zone; it was a scare path - much more like a very short scare maze. This is something that the UK Merlin parks (I'm unsure about other Merlin parks) seem to not understand - a scare zone should not have a set path! The word zone suggest a form of area, a plaza or extended walkway region, which you are free to explore as much as you like. However, with Dead End, it was not like this. It was very much like a scare maze, in that you get told when you could and could not go in, and there was little chance to explore - you had to follow the very restricted path and were pushed through the pathway. This idea gives mixed messages about the whole attraction. If it is meant to be a scare zone, and that's what you go in expecting, how do you feel when you get pretty much ushered through a pathway like a very short maze? Short changed is the likely answer. This in turn lead to many criticisms that the attraction was "too short". Perhaps it might be me, but surely a zone should never have a criticism of being "too short", but rather "too small"? What I'm trying to get at is that, simply put, Dead End was too much like a maze, and compared to the other mazes and how it was marketed, it never stood a chance in comparison, no matter how much or how little people enjoyed it. Yes, I except the issues with space and fitting in a chicken run and all the other logistical reasons, but Dead End seemed to not bother to try and be a zone, but instead just accept that it should try and be as much like a maze as possible.
    No doubt that people in general just weren't very impressed with it either. The actual given back story didn't make much sense with the actual attraction (yes, there was old stuff from 'dead' rides and attractions, but there's no virus outbreak it seems, and why would people be there anyway?). The layout itself was just like a cattlepen pretty much - walking from side to side, and turning, which perhaps left itself to be rather samey after a while, and lead to predictable scares. There was no real highlight which everything could say 'Wow, THAT bit was amazing!" after they left. Dead End was just sorta there and didn't have a defining feature which is needed by any scare attraction really.
    So, I've highlighted a couple of reasons why it may not have been liked, and no doubt critics of the attraction will likely agree with at least one of these points. However, I again seem to go against the general consensus and was quite a big fan of Dead End, despite being very sceptical about it. Here's my original thoughts after going in the scare zone on opening night:
    A highly positive review. Though perhaps I'd retract the "better than any of the mazes" bit, it was a very enjoyable experience. The attraction utilised LOADS of smoke, especially at the beginning section, making it rather difficult to see to say the least. This meant that the first scare moment was achieved more by being disorientated more than anything else, which is a great way to start any scare attraction in my mind - just look at Experiment 10 for example. There was also a lot of flashing lighting as well; again, it worked incredibly well as it helped create a sense of disorientation throughout the experience, whilst also keeping it dark - which is half the point of the thing.
    Perhaps it was the fact I had low expectations for this that I rate it highly, as it really did keep me entertained. Even if I wasn't scared, which some may argue should be how a scare maze is judged, but let's not go into that this entry, I did appreciate everything that happened. Also, as said in my original 'review', I had a very enthusiastic actor on both of my first goes, which always helps. The fact that she recognised me on my second go and singled me out does make me think she knew I wasn't particularly scared by any stretch of the imagination, but knew I enjoyed it, and helped make me experience better. This is what a scare zone should be about it my mind - people having freedom to explore, but actors being there to stop you / ensure you only explore certain parts. I remember being at the end of attraction for a good minute at least (perhaps longer than the entire attraction lasted!) on my second go, due to a great attraction with that specific actor, whilst she still did interact with others.
    Dead End, for me, had two downfalls in the end. The first is the size, meaning it wasn't able to cope with the numbers. Being a pathway, and a small-ish one at that, it wasn't meant to be enjoyed by the masses all at once. It's for a few people at a time. I do think one of my fears came true, in that when it's busy, it just wasn't as affective. Many times during the busier days, people had to wait to go in, which for a scare zone - in my mind - should just not be the case. Again, this perhaps create in people's mind the view it will be more 'maze-like' than anything else. Had it being a literal zone, when people could go in and out whenever they wanted and have been free to explore, it would have been much more preferable.
    Another downfall, which really disappointed me if I'm honest, was how in later days of Fright Nights, the actors wore cheap-looking monster masks. It added literally NOTHING to the theme, nothing to the story and perhaps made the actors worse - they could try and use the mask to shock people, as opposed to try and scare people. No scare attraction at Thorpe should have to resort to using cheap and tacky masks which look like they can be brought at Poundland, as it makes it feel like zero effort has been put in. Not only that, but it isn't scary, it's laughable.
    So, when it comes down to it, I really enjoyed Dead End. It had its flaws, yes, but doesn't everything? Perhaps from my over-cynicism before going in, I was setting myself up to be pleasantly surprised, but many others with low expectations felt that they weren't met, which I guess is the way the cookie crumbles.
    I just now wish that Thorpe would create another scare zone. Dead End was a very cheap attraction; I don't think that can be doubted. I just wish, however, that Thorpe would perhaps not be too scared to do another. Put in the time and effort, and they can create something which will be enjoyed by the majority, as opposed to the minority. Last season, and quite probably this season, there's roaming actors around the park, which is a great touch. Even if they don't scare most, many people enjoy them - for example, the clowns were a HUGE hit last season, and really helped create a nice atmosphere on park. Hopefully this season we can see escaped prisoners and such roaming around, causing havoc and what not.
    But why stop there? Why not have a dedicated zone specifically where certain prisoners and criminals are lurking around? Why not have a few 'prison cells' together, where we see prisoners get locked away, only to escape yet again? Perhaps some sort of 'base' for the actors as well, it would create a very nice zone where there's lots of interactivity and a good chance for scaring. Perhaps do it near the Lost City flats, and there's some space there which can lead to creating a zone to be explored, whilst giving enough opportunity for a chicken run or whatever else.
    Perhaps this specific example isn't realistic enough. However, the general idea of a scare zone with some thought in should not be. Mazes are great at a Halloween event, and roaming actors are also brilliant, but a scare zone specifically designed to be explored more in detail than the rest of the park with actors is the way forward to creating a overall, high quality Halloween event at Thorpe Park.
  25. JoshC.
    So, in a contrast to my other blog, these entries will be about all things not related to theme parks. There'll be entries which are a little bit serious and / or personal, like this one, and there'll be some which are just random. Either way, hope you enjoy!
    So, this is going to ramble on for ages, but basically it's about me and exercising / sports. Probably sounds quite boring in honesty, but hey-ho. A few years back, (about 7 or 8 years actually thinking about it; I'm starting to feel a little bit old now... ) I was part of a local fencing club. I was by no means great at it, and only took part in one competition after a few months of taking part and lost every match, but I really enjoyed it - which is what counts when playing sports. I did improve as I went on, but unfortunately after about 18 months, the head coach did a runner from the club; a couple of years later I saw his name pop up in the paper following a court case, and I'll leave that there...
    So, after 18 months, I stopped fencing. The nearest club to me was about 30-40 minutes train ride to me, and was over twice the price for yearly membership; it was just something that couldn't be committed to financially. So, until recently, the only sport I really did was the sports done in PE at school, and that was only until I was 16. The only real exercise I did was cycle my bike (which I enjoy doing, but I just don't do it as regular as I should).
    So, needless to say that over this time, I got quite 'big' - by which I basically mean overweight. Doing little exercise and sometimes 'binge eating' if you will due to many spouts of bullying, it would of course happen. Fortunately, I've never been clinically obese, but I have indeed been overweight, unfit and so forth. Being perfectly honest, I was probably in denial for a period of time thinking that it was just a 'phase' that I would 'grow out of', and would eventually just magically lose weight. To those of you who have met me in real life, or stalked photos of me on Facebook for whatever reason, you would no doubt agree that I am on 'the large side', if you were to put in politely. Whilst I am, naturally, self-conscious about my weight, I have no problems with people who do put it politely / helpfully, as I agree.
    Anyways, back to the topic in hand... As some who read this may know, I started university last month. When joining, I always had the intention of joining one of the many sports clubs and sticking to it - maybe even be part of one of the teams / take part in competitions, just for the fun of it mainly, but also to get back on track with my fitness. There's a fencing club at my uni; all seems great I think; I can get my fitness back on track and get back into a sport I know I enjoy!
    But things are never that easy it seems. I went along to a free taster session, and was getting kitted up after arriving. For those not aware, you need a fair bit of clothing to fence, namely an 'under jacket' (which I forget the name of) and a jacket, basically to make sure you don't get hurt. So, I picked up all the clothes necessary and was fine until the jacket. I struggled to get it zipped up, so asked for some help (it's a 'side-back' zip, for the record - so not the easiest of things to zip up anyway!) from a helper, and was told it was too small for me, so should find a larger size. Turned out I picked out a women's one by accident, tiny bit awkward. So, found a men's one, picked up the largest size and tried again. Again, struggled to get it zipped up, asked for help again, and again to no avail. The sniggers started from the helper and his friend, which was pretty obvious despite their poor efforts of disguising them; I've been here before. And so, I left, with one of my little ambitions of uni left shredded up. Needless to say I was a bit upset really.
    After 7 weeks at uni, I still haven't joined a sports club, and have no intentions to. Instead, as the title suggests, I've taken up jogging. Now, jogging is never really something I've liked the idea of before. It seems so time consuming, laborious and not worth the effort to me. However, a few days after my fencing club experience, a few other people in my halls were planning to start doing some jogging together, so I thought why not, and gave it a try. On my first jog, I did 'badly', if that's possible. Not even 10 minutes of jogging and I was way behind the group, out of breath and needed a break, and so just walked back to my halls. The group jog became a semi-regular thing, about every 3-4 days, and more people would join in, and I was always the one left trailing behind, and cutting short the route.
    Due to the weather getting colder, people's timetables getting less flexible and so forth, the group runs have pretty much fizzled away, and some who have joined sport clubs have used that as their way of keeping active. However, for the past 4 weeks now, I've carried on, just going for jogs by myself. I'd go at my own pace, stop when I needed to stop, cut the route short when I needed to, etc. I jog 3-4 times a week; so jog one day, have the next one 'off'. Just over 2 weeks ago, the breakthrough came when I went for a jog without stopping. Sounds silly I know, but considered I'd always had a break or quit half way through, it gives a real sense of satisfaction, even if it was only a 15 minute jog. From there, I've been able to build myself up, increasing the lengths of the runs and picking up pace as well. Today, my jog involved going up two hills and lasted nearly half an hour.
    I'm really noticing the benefits of it now as well. I've definitely lost weight and this is visible as well - rather annoying now though that all my jeans are a bit too big me.. I 'feel' fitter as well, and things just seem better in general. Whilst I don't really have long term aims as to a specific weight I want to reach, are a specific time of jog I'd like to do or anything like that, I'll just carry on, push myself and sorta enjoy it. In saying that though, one thing I consider on my 'to do list in life' is to run the London Marathon - even though it's a big though and I'm a long way away from even seriously considering that, if I keep at this, then maybe in a couple of years time, that won't seem like such a crazy idea...
    So just as a random, general statement, if anyone is considering doing a bit more exercise, wants to get their fitness up a bit, don't knock the idea of the good old fashioned jog. It's free to do and you feel the rewards of it quickly (oh, and despite how you always feel when you jog, people don't judge / laugh at you when you do it...well, at least I haven't seen anyone do it towards me.. XD). Most importantly though, as corny as it sounds, do something you'd enjoy or will get satisfaction out of doing, otherwise there's no point. I know for sure that after every jog that the sense of satisfaction I feel is what spurs me on to do more.
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